1 Minetest Lua Modding API Reference 0.4.14
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed
69 in the "Games" category in the settings tab.
73 Games can provide custom main menu images. They are put inside a `menu` directory
74 inside the game directory.
76 The images are named `$identifier.png`, where `$identifier` is
77 one of `overlay,background,footer,header`.
78 If you want to specify multiple images for one identifier, add additional images named
79 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
80 image will be chosen from the provided ones.
87 * `$path_share/games/gameid/mods/`
89 * `$path_user/games/gameid/mods/`
90 * `$path_user/mods/` (User-installed mods)
91 * `$worldpath/worldmods/`
93 In a run-in-place version (e.g. the distributed windows version):
95 * `minetest-0.4.x/games/gameid/mods/`
96 * `minetest-0.4.x/mods/` (User-installed mods)
97 * `minetest-0.4.x/worlds/worldname/worldmods/`
99 On an installed version on Linux:
101 * `/usr/share/minetest/games/gameid/mods/`
102 * `$HOME/.minetest/mods/` (User-installed mods)
103 * `$HOME/.minetest/worlds/worldname/worldmods`
105 Mod load path for world-specific games
106 --------------------------------------
107 It is possible to include a game in a world; in this case, no mods or
108 games are loaded or checked from anywhere else.
110 This is useful for e.g. adventure worlds.
112 This happens if the following directory exists:
116 Mods should be then be placed in:
122 Mods can be put in a subdirectory, if the parent directory, which otherwise
123 should be a mod, contains a file named `modpack.txt`. This file shall be
124 empty, except for lines starting with `#`, which are comments.
126 Mod directory structure
127 ------------------------
133 | |-- description.txt
134 | |-- settingtypes.txt
138 | | |-- modname_stuff.png
139 | | `-- modname_something_else.png
147 The location of this directory can be fetched by using
148 `minetest.get_modpath(modname)`.
151 List of mods that have to be loaded before loading this mod.
153 A single line contains a single modname.
155 Optional dependencies can be defined by appending a question mark
156 to a single modname. Their meaning is that if the specified mod
157 is missing, that does not prevent this mod from being loaded.
160 A screenshot shown in the mod manager within the main menu. It should
161 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
163 ### `description.txt`
164 A File containing description to be shown within mainmenu.
166 ### `settingtypes.txt`
167 A file in the same format as the one in builtin. It will be parsed by the
168 settings menu and the settings will be displayed in the "Mods" category.
171 The main Lua script. Running this script should register everything it
172 wants to register. Subsequent execution depends on minetest calling the
173 registered callbacks.
175 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
176 to read custom or existing settings at load time, if necessary.
179 Models for entities or meshnodes.
181 ### `textures`, `sounds`, `media`
182 Media files (textures, sounds, whatever) that will be transferred to the
183 client and will be available for use by the mod.
185 Naming convention for registered textual names
186 ----------------------------------------------
187 Registered names should generally be in this format:
189 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
191 This is to prevent conflicting names from corrupting maps and is
192 enforced by the mod loader.
195 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
196 So the name should be `experimental:tnt`.
198 Enforcement can be overridden by prefixing the name with `:`. This can
199 be used for overriding the registrations of some other mod.
201 Example: Any mod can redefine `experimental:tnt` by using the name
206 (also that mod is required to have `experimental` as a dependency)
208 The `:` prefix can also be used for maintaining backwards compatibility.
211 Aliases can be added by using `minetest.register_alias(name, convert_to)`.
213 This will make Minetest to convert things called name to things called
216 This can be used for maintaining backwards compatibility.
218 This can be also used for setting quick access names for things, e.g. if
219 you have an item called `epiclylongmodname:stuff`, you could do
221 minetest.register_alias("stuff", "epiclylongmodname:stuff")
223 and be able to use `/giveme stuff`.
227 Mods should generally prefix their textures with `modname_`, e.g. given
228 the mod name `foomod`, a texture could be called:
232 Textures are referred to by their complete name, or alternatively by
233 stripping out the file extension:
235 * e.g. `foomod_foothing.png`
236 * e.g. `foomod_foothing`
238 Texture pack directory structure
239 --------------------------------
244 | |-- description.txt
245 | |-- your_texture_1.png
246 | |-- your_texture_2.png
247 `-- Another Texture Pack
250 This is a directory containing the entire contents of a single texture pack.
251 It can be chosen more or less freely and will also become the name of the
252 texture pack. The name must not be “base”.
254 ### `description.txt`
255 A file containing a short description of the texture pack to be shown in the
259 A preview image showing an in-game screenshot of this texture pack; it will be
260 shown in the texture packs tab. It should have an aspect ratio of 3:2 and a
261 minimum size of 300×200 pixels.
263 ### `your_texture_1.png`, `your_texture_2.png`, etc.
264 Any other PNG files will be interpreted as textures. They must have the same
265 names as the textures they are supposed to override. For example, to override
266 the apple texture of Minetest Game, add a PNG file named `default_apple.png`.
268 The custom textures do not necceessarily require the same size as their
269 originals, but this might be required for a few particular textures. When
270 unsure, just test your texture pack in-game.
274 There are various texture modifiers that can be used
275 to generate textures on-the-fly.
277 ### Texture overlaying
278 Textures can be overlaid by putting a `^` between them.
282 default_dirt.png^default_grass_side.png
284 `default_grass_side.png` is overlayed over `default_dirt.png`.
285 The texture with the lower resolution will be automatically upscaled to
286 the higher resolution texture.
289 Textures can be grouped together by enclosing them in `(` and `)`.
291 Example: `cobble.png^(thing1.png^thing2.png)`
293 A texture for `thing1.png^thing2.png` is created and the resulting
294 texture is overlaid over `cobble.png`.
296 ### Advanced texture modifiers
298 #### `[crack:<n>:<p>`
299 * `<n>` = animation frame count
300 * `<p>` = current animation frame
302 Draw a step of the crack animation on the texture.
306 default_cobble.png^[crack:10:1
308 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
313 * `<file>` = texture to combine
315 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
316 specified coordinates.
320 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
322 #### `[resize:<w>x<h>`
323 Resizes the texture to the given dimensions.
327 default_sandstone.png^[resize:16x16
330 Brightens the texture.
334 tnt_tnt_side.png^[brighten
337 Makes the texture completely opaque.
341 default_leaves.png^[noalpha
343 #### `[makealpha:<r>,<g>,<b>`
344 Convert one color to transparency.
348 default_cobble.png^[makealpha:128,128,128
351 * `<t>` = transformation(s) to apply
353 Rotates and/or flips the image.
355 `<t>` can be a number (between 0 and 7) or a transform name.
356 Rotations are counter-clockwise.
359 1 R90 rotate by 90 degrees
360 2 R180 rotate by 180 degrees
361 3 R270 rotate by 270 degrees
363 5 FXR90 flip X then rotate by 90 degrees
365 7 FYR90 flip Y then rotate by 90 degrees
369 default_stone.png^[transformFXR90
371 #### `[inventorycube{<top>{<left>{<right>`
372 `^` is replaced by `&` in texture names.
374 Create an inventory cube texture using the side textures.
378 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
380 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
381 `dirt.png^grass_side.png` textures
383 #### `[lowpart:<percent>:<file>`
384 Blit the lower `<percent>`% part of `<file>` on the texture.
388 base.png^[lowpart:25:overlay.png
390 #### `[verticalframe:<t>:<n>`
391 * `<t>` = animation frame count
392 * `<n>` = current animation frame
394 Crops the texture to a frame of a vertical animation.
398 default_torch_animated.png^[verticalframe:16:8
401 Apply a mask to the base image.
403 The mask is applied using binary AND.
405 #### `[colorize:<color>:<ratio>`
406 Colorize the textures with the given color.
407 `<color>` is specified as a `ColorString`.
408 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
409 it is an int, then it specifies how far to interpolate between the
410 colors where 0 is only the texture color and 255 is only `<color>`. If
411 omitted, the alpha of `<color>` will be used as the ratio. If it is
412 the word "`alpha`", then each texture pixel will contain the RGB of
413 `<color>` and the alpha of `<color>` multiplied by the alpha of the
418 Only Ogg Vorbis files are supported.
420 For positional playing of sounds, only single-channel (mono) files are
421 supported. Otherwise OpenAL will play them non-positionally.
423 Mods should generally prefix their sounds with `modname_`, e.g. given
424 the mod name "`foomod`", a sound could be called:
428 Sounds are referred to by their name with a dot, a single digit and the
429 file extension stripped out. When a sound is played, the actual sound file
430 is chosen randomly from the matching sounds.
432 When playing the sound `foomod_foosound`, the sound is chosen randomly
433 from the available ones of the following files:
435 * `foomod_foosound.ogg`
436 * `foomod_foosound.0.ogg`
437 * `foomod_foosound.1.ogg`
439 * `foomod_foosound.9.ogg`
441 Examples of sound parameter tables:
443 -- Play location-less on all clients
445 gain = 1.0, -- default
447 -- Play location-less to a player
450 gain = 1.0, -- default
452 -- Play in a location
455 gain = 1.0, -- default
456 max_hear_distance = 32, -- default, uses an euclidean metric
458 -- Play connected to an object, looped
460 object = <an ObjectRef>,
461 gain = 1.0, -- default
462 max_hear_distance = 32, -- default, uses an euclidean metric
463 loop = true, -- only sounds connected to objects can be looped
466 ### `SimpleSoundSpec`
468 * e.g. `"default_place_node"`
470 * e.g. `{name="default_place_node"}`
471 * e.g. `{name="default_place_node", gain=1.0}`
473 Registered definitions of stuff
474 -------------------------------
475 Anything added using certain `minetest.register_*` functions get added to
476 the global `minetest.registered_*` tables.
478 * `minetest.register_entity(name, prototype table)`
479 * added to `minetest.registered_entities[name]`
481 * `minetest.register_node(name, node definition)`
482 * added to `minetest.registered_items[name]`
483 * added to `minetest.registered_nodes[name]`
485 * `minetest.register_tool(name, item definition)`
486 * added to `minetest.registered_items[name]`
488 * `minetest.register_craftitem(name, item definition)`
489 * added to `minetest.registered_items[name]`
491 * `minetest.register_biome(biome definition)`
492 * returns an integer uniquely identifying the registered biome
493 * added to `minetest.registered_biome` with the key of `biome.name`
494 * if `biome.name` is nil, the key is the returned ID
496 * `minetest.register_ore(ore definition)`
497 * returns an integer uniquely identifying the registered ore
498 * added to `minetest.registered_ores` with the key of `ore.name`
499 * if `ore.name` is nil, the key is the returned ID
501 * `minetest.register_decoration(decoration definition)`
502 * returns an integer uniquely identifying the registered decoration
503 * added to `minetest.registered_decorations` with the key of `decoration.name`
504 * if `decoration.name` is nil, the key is the returned ID
506 * `minetest.register_schematic(schematic definition)`
507 * returns an integer uniquely identifying the registered schematic
508 * added to `minetest.registered_schematic` with the key of `schematic.name`
509 * if `schematic.name` is nil, the key is the returned ID
510 * if the schematic is loaded from a file, schematic.name is set to the filename
511 * if the function is called when loading the mod, and schematic.name is a relative
512 path, then the current mod path will be prepended to the schematic filename
514 * `minetest.clear_registered_biomes()`
515 * clears all biomes currently registered
517 * `minetest.clear_registered_ores()`
518 * clears all ores currently registered
520 * `minetest.clear_registered_decorations()`
521 * clears all decorations currently registered
523 * `minetest.clear_registered_schematics()`
524 * clears all schematics currently registered
526 Note that in some cases you will stumble upon things that are not contained
527 in these tables (e.g. when a mod has been removed). Always check for
528 existence before trying to access the fields.
530 Example: If you want to check the drawtype of a node, you could do:
532 local function get_nodedef_field(nodename, fieldname)
533 if not minetest.registered_nodes[nodename] then
536 return minetest.registered_nodes[nodename][fieldname]
538 local drawtype = get_nodedef_field(nodename, "drawtype")
540 Example: `minetest.get_item_group(name, group)` has been implemented as:
542 function minetest.get_item_group(name, group)
543 if not minetest.registered_items[name] or not
544 minetest.registered_items[name].groups[group] then
547 return minetest.registered_items[name].groups[group]
552 Nodes are the bulk data of the world: cubes and other things that take the
553 space of a cube. Huge amounts of them are handled efficiently, but they
556 The definition of a node is stored and can be accessed by name in
558 minetest.registered_nodes[node.name]
560 See "Registered definitions of stuff".
562 Nodes are passed by value between Lua and the engine.
563 They are represented by a table:
565 {name="name", param1=num, param2=num}
567 `param1` and `param2` are 8-bit integers. The engine uses them for certain
568 automated functions. If you don't use these functions, you can use them to
569 store arbitrary values.
571 The functions of `param1` and `param2` are determined by certain fields in the
574 `param1` is reserved for the engine when `paramtype != "none"`:
577 ^ The value stores light with and without sun in its upper and lower 4 bits
578 respectively. Allows light to propagate from or through the node with
579 light value falling by 1 per node. This is essential for a light source
580 node to spread its light.
582 `param2` is reserved for the engine when any of these are used:
584 liquidtype == "flowing"
585 ^ The level and some flags of the liquid is stored in param2
586 drawtype == "flowingliquid"
587 ^ The drawn liquid level is read from param2
588 drawtype == "torchlike"
589 drawtype == "signlike"
590 paramtype2 == "wallmounted"
591 ^ The rotation of the node is stored in param2. You can make this value
592 by using minetest.dir_to_wallmounted().
593 paramtype2 == "facedir"
594 ^ The rotation of the node is stored in param2. Furnaces and chests are
595 rotated this way. Can be made by using minetest.dir_to_facedir().
597 facedir / 4 = axis direction:
598 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
599 facedir modulo 4 = rotation around that axis
600 paramtype2 == "leveled"
601 paramtype2 == "degrotate"
602 ^ The rotation of this node is stored in param2. Plants are rotated this way.
603 Values range 0 - 179. The value stored in param2 is multiplied by two to
604 get the actual rotation of the node.
608 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
611 ^ defines list of collision boxes for the node. If empty, collision boxes
612 will be the same as nodeboxes, in case of any other nodes will be full cube
613 as in the example above.
615 Nodes can also contain extra data. See "Node Metadata".
619 There are a bunch of different looking node types.
621 Look for examples in `games/minimal` or `games/minetest_game`.
629 * `glasslike_framed_optional`
631 * `allfaces_optional`
638 * `nodebox` -- See below. (**Experimental!**)
639 * `mesh` -- use models for nodes
641 `*_optional` drawtypes need less rendering time if deactivated (always client side).
645 Node selection boxes are defined using "node boxes"
647 The `nodebox` node drawtype allows defining visual of nodes consisting of
648 arbitrary number of boxes. It allows defining stuff like stairs. Only the
649 `fixed` and `leveled` box type is supported for these.
651 Please note that this is still experimental, and may be incompatibly
652 changed in the future.
654 A nodebox is defined as any of:
657 -- A normal cube; the default in most things
661 -- A fixed box (facedir param2 is used, if applicable)
663 fixed = box OR {box1, box2, ...}
666 -- A box like the selection box for torches
667 -- (wallmounted param2 is used, if applicable)
668 type = "wallmounted",
674 -- A node that has optional boxes depending on neighbouring nodes'
675 -- presence and type. See also `connects_to`.
677 fixed = box OR {box1, box2, ...}
678 connect_top = box OR {box1, box2, ...}
679 connect_bottom = box OR {box1, box2, ...}
680 connect_front = box OR {box1, box2, ...}
681 connect_left = box OR {box1, box2, ...}
682 connect_back = box OR {box1, box2, ...}
683 connect_right = box OR {box1, box2, ...}
686 A `box` is defined as:
688 {x1, y1, z1, x2, y2, z2}
690 A box of a regular node would look like:
692 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
694 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
695 set to level from `param2`.
700 If drawtype `mesh` is used, tiles should hold model materials textures.
701 Only static meshes are implemented.
702 For supported model formats see Irrlicht engine documentation.
707 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
711 Offset that the noise is translated by (i.e. added) after calculation.
714 Factor that the noise is scaled by (i.e. multiplied) after calculation.
717 Vector containing values by which each coordinate is divided by before calculation.
718 Higher spread values result in larger noise features.
720 A value of `{x=250, y=250, z=250}` is common.
723 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
724 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
727 Number of times the noise gradient is accumulated into the noise.
729 Increase this number to increase the amount of detail in the resulting noise.
731 A value of `6` is common.
734 Factor by which the effect of the noise gradient function changes with each successive octave.
736 Values less than `1` make the details of successive octaves' noise diminish, while values
737 greater than `1` make successive octaves stronger.
739 A value of `0.6` is common.
742 Factor by which the noise feature sizes change with each successive octave.
744 A value of `2.0` is common.
747 Leave this field unset for no special handling.
749 Currently supported are `defaults`, `eased` and `absvalue`.
752 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
756 Maps noise gradient values onto a quintic S-curve before performing interpolation.
757 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
758 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
761 Accumulates the absolute value of each noise gradient result.
763 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
767 spread = {x=500, y=500, z=500},
772 flags = "defaults, absvalue"
774 ^ A single noise parameter table can be used to get 2D or 3D noise,
775 when getting 2D noise spread.z is ignored.
780 These tell in what manner the ore is generated.
782 All default ores are of the uniformly-distributed scatter type.
785 Randomly chooses a location and generates a cluster of ore.
787 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
788 that point is greater than the `noise_threshold`, giving the ability to create
789 a non-equal distribution of ore.
792 Creates a sheet of ore in a blob shape according to the 2D perlin noise
793 described by `noise_params` and `noise_threshold`. This is essentially an
794 improved version of the so-called "stratus" ore seen in some unofficial mods.
796 This sheet consists of vertical columns of uniform randomly distributed height,
797 varying between the inclusive range `column_height_min` and `column_height_max`.
798 If `column_height_min` is not specified, this parameter defaults to 1.
799 If `column_height_max` is not specified, this parameter defaults to `clust_size`
800 for reverse compatibility. New code should prefer `column_height_max`.
802 The `column_midpoint_factor` parameter controls the position of the column at which
803 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
804 columns grow equally starting from each direction. `column_midpoint_factor` is a
805 decimal number ranging in value from 0 to 1. If this parameter is not specified,
808 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
811 Creates a sheet of ore in a cloud-like puff shape.
813 As with the `sheet` ore type, the size and shape of puffs are described by
814 `noise_params` and `noise_threshold` and are placed at random vertical positions
815 within the currently generated chunk.
817 The vertical top and bottom displacement of each puff are determined by the noise
818 parameters `np_puff_top` and `np_puff_bottom`, respectively.
822 Creates a deformed sphere of ore according to 3d perlin noise described by
823 `noise_params`. The maximum size of the blob is `clust_size`, and
824 `clust_scarcity` has the same meaning as with the `scatter` type.
827 Creates veins of ore varying in density by according to the intersection of two
828 instances of 3d perlin noise with diffferent seeds, both described by
829 `noise_params`. `random_factor` varies the influence random chance has on
830 placement of an ore inside the vein, which is `1` by default. Note that
831 modifying this parameter may require adjusting `noise_threshold`.
832 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
833 by this ore type. This ore type is difficult to control since it is sensitive
834 to small changes. The following is a decent set of parameters to work from:
839 spread = {x=200, y=200, z=200},
845 noise_threshold = 1.6
847 WARNING: Use this ore type *very* sparingly since it is ~200x more
848 computationally expensive than any other ore.
852 See section "Flag Specifier Format".
854 Currently supported flags: `absheight`
857 Also produce this same ore between the height range of `-y_max` and `-y_min`.
859 Useful for having ore in sky realms without having to duplicate ore entries.
862 If set, puff ore generation will not taper down large differences in displacement
863 when approaching the edge of a puff. This flag has no effect for ore types other
866 ### `puff_additive_composition`
867 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
868 negative displacement, the sub-column at that point is not generated. With this
869 attribute set, puff ore generation will instead generate the absolute difference in
870 noise displacement values. This flag has no effect for ore types other than `puff`.
874 The varying types of decorations that can be placed.
877 Creates a 1 times `H` times 1 column of a specified node (or a random node from
878 a list, if a decoration list is specified). Can specify a certain node it must
879 spawn next to, such as water or lava, for example. Can also generate a
880 decoration of random height between a specified lower and upper bound.
881 This type of decoration is intended for placement of grass, flowers, cacti,
882 papyri, waterlilies and so on.
885 Copies a box of `MapNodes` from a specified schematic file (or raw description).
886 Can specify a probability of a node randomly appearing when placed.
887 This decoration type is intended to be used for multi-node sized discrete
888 structures, such as trees, cave spikes, rocks, and so on.
893 A schematic specifier identifies a schematic by either a filename to a
894 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
895 in the form of a table. This table specifies the following fields:
897 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
898 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
899 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
900 * The `data` field is a flat table of MapNode tables making up the schematic,
901 in the order of `[z [y [x]]]`. (required)
902 Each MapNode table contains:
903 * `name`: the name of the map node to place (required)
904 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
905 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
906 * `force_place`: boolean representing if the node should forcibly overwrite any
907 previous contents (default: false)
909 About probability values:
910 * A probability value of `0` or `1` means that node will never appear (0% chance).
911 * A probability value of `254` or `255` means the node will always appear (100% chance).
912 * If the probability value `p` is greater than `1`, then there is a
913 `(p / 256 * 100)` percent chance that node will appear when the schematic is
919 See section "Flag Specifier Format".
921 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
924 * `place_center_x`: Placement of this decoration is centered along the X axis.
925 * `place_center_y`: Placement of this decoration is centered along the Y axis.
926 * `place_center_z`: Placement of this decoration is centered along the Z axis.
927 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
932 The position field is used for all element types.
934 To account for differing resolutions, the position coordinates are the percentage
935 of the screen, ranging in value from `0` to `1`.
937 The name field is not yet used, but should contain a description of what the
938 HUD element represents. The direction field is the direction in which something
941 `0` draws from left to right, `1` draws from right to left, `2` draws from
942 top to bottom, and `3` draws from bottom to top.
944 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
945 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
946 Fractional values can be used.
948 The `offset` field specifies a pixel offset from the position. Contrary to position,
949 the offset is not scaled to screen size. This allows for some precisely-positioned
952 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
954 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
956 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
957 in the experimental stages.
960 Displays an image on the HUD.
962 * `scale`: The scale of the image, with 1 being the original texture size.
963 Only the X coordinate scale is used (positive values).
964 Negative values represent that percentage of the screen it
965 should take; e.g. `x=-100` means 100% (width).
966 * `text`: The name of the texture that is displayed.
967 * `alignment`: The alignment of the image.
968 * `offset`: offset in pixels from position.
971 Displays text on the HUD.
973 * `scale`: Defines the bounding rectangle of the text.
974 A value such as `{x=100, y=100}` should work.
975 * `text`: The text to be displayed in the HUD element.
976 * `number`: An integer containing the RGB value of the color used to draw the text.
977 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
978 * `alignment`: The alignment of the text.
979 * `offset`: offset in pixels from position.
982 Displays a horizontal bar made up of half-images.
984 * `text`: The name of the texture that is used.
985 * `number`: The number of half-textures that are displayed.
986 If odd, will end with a vertically center-split texture.
988 * `offset`: offset in pixels from position.
989 * `size`: If used, will force full-image size to this value (override texture pack image size)
992 * `text`: The name of the inventory list to be displayed.
993 * `number`: Number of items in the inventory to be displayed.
994 * `item`: Position of item that is selected.
996 * `offset`: offset in pixels from position.
999 Displays distance to selected world position.
1001 * `name`: The name of the waypoint.
1002 * `text`: Distance suffix. Can be blank.
1003 * `number:` An integer containing the RGB value of the color used to draw the text.
1004 * `world_pos`: World position of the waypoint.
1006 Representations of simple things
1007 --------------------------------
1011 {x=num, y=num, z=num}
1013 For helper functions see "Vector helpers".
1016 * `{type="nothing"}`
1017 * `{type="node", under=pos, above=pos}`
1018 * `{type="object", ref=ObjectRef}`
1020 Flag Specifier Format
1021 ---------------------
1022 Flags using the standardized flag specifier format can be specified in either of
1023 two ways, by string or table.
1025 The string format is a comma-delimited set of flag names; whitespace and
1026 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1027 flag, and specifying a flag prefixed by the string `"no"` explicitly
1028 clears the flag from whatever the default may be.
1030 In addition to the standard string flag format, the schematic flags field can
1031 also be a table of flag names to boolean values representing whether or not the
1032 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1033 is present, mapped to a boolean of any value, the specified flag is unset.
1035 E.g. A flag field of value
1037 {place_center_x = true, place_center_y=false, place_center_z=true}
1041 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1043 which is equivalent to
1045 "place_center_x, noplace_center_y, place_center_z"
1049 "place_center_x, place_center_z"
1051 since, by default, no schematic attributes are set.
1057 There are three kinds of items: nodes, tools and craftitems.
1059 * Node (`register_node`): A node from the world.
1060 * Tool (`register_tool`): A tool/weapon that can dig and damage
1061 things according to `tool_capabilities`.
1062 * Craftitem (`register_craftitem`): A miscellaneous item.
1065 Items and item stacks can exist in three formats: Serializes, table format
1069 This is called "stackstring" or "itemstring":
1071 * e.g. `'default:dirt 5'`
1072 * e.g. `'default:pick_wood 21323'`
1073 * e.g. `'default:apple'`
1080 {name="default:dirt", count=5, wear=0, metadata=""}
1082 A wooden pick about 1/3 worn out:
1084 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1088 {name="default:apple", count=1, wear=0, metadata=""}
1091 A native C++ format with many helper methods. Useful for converting
1092 between formats. See the Class reference section for details.
1094 When an item must be passed to a function, it can usually be in any of
1100 In a number of places, there is a group table. Groups define the
1101 properties of a thing (item, node, armor of entity, capabilities of
1102 tool) in such a way that the engine and other mods can can interact with
1103 the thing without actually knowing what the thing is.
1106 Groups are stored in a table, having the group names with keys and the
1107 group ratings as values. For example:
1109 groups = {crumbly=3, soil=1}
1112 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1113 -- ^ A more special dirt-kind of thing
1115 Groups always have a rating associated with them. If there is no
1116 useful meaning for a rating for an enabled group, it shall be `1`.
1118 When not defined, the rating of a group defaults to `0`. Thus when you
1119 read groups, you must interpret `nil` and `0` as the same value, `0`.
1121 You can read the rating of a group for an item or a node by using
1123 minetest.get_item_group(itemname, groupname)
1126 Groups of items can define what kind of an item it is (e.g. wool).
1129 In addition to the general item things, groups are used to define whether
1130 a node is destroyable and how long it takes to destroy by a tool.
1132 ### Groups of entities
1133 For entities, groups are, as of now, used only for calculating damage.
1134 The rating is the percentage of damage caused by tools with this damage group.
1135 See "Entity damage mechanism".
1137 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1138 object.set_armor_groups({fleshy=30, cracky=80})
1141 Groups in tools define which groups of nodes and entities they are
1144 ### Groups in crafting recipes
1145 An example: Make meat soup from any meat, any water and any bowl:
1148 output = 'food:meat_soup_raw',
1154 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1157 Another example: Make red wool from white wool and red dye:
1161 output = 'wool:red',
1162 recipe = {'wool:white', 'group:dye,basecolor_red'},
1166 * `immortal`: Disables the group damage system for an entity
1167 * `level`: Can be used to give an additional sense of progression in the game.
1168 * A larger level will cause e.g. a weapon of a lower level make much less
1169 damage, and get worn out much faster, or not be able to get drops
1170 from destroyed nodes.
1171 * `0` is something that is directly accessible at the start of gameplay
1172 * There is no upper limit
1173 * `dig_immediate`: (player can always pick up node without tool wear)
1174 * `2`: node is removed without tool wear after 0.5 seconds or so
1176 * `3`: node is removed without tool wear immediately (torch)
1177 * `disable_jump`: Player (and possibly other things) cannot jump from node
1178 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1179 * `bouncy`: value is bounce speed in percent
1180 * `falling_node`: if there is no walkable block under the node it will fall
1181 * `attached_node`: if the node under it is not a walkable block the node will be
1182 dropped as an item. If the node is wallmounted the wallmounted direction is
1184 * `soil`: saplings will grow on nodes in this group
1185 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1186 connect to each other
1188 ### Known damage and digging time defining groups
1189 * `crumbly`: dirt, sand
1190 * `cracky`: tough but crackable stuff like stone.
1191 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1192 plants, wire, sheets of metal
1193 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1194 * `fleshy`: Living things like animals and the player. This could imply
1195 some blood effects when hitting.
1196 * `explody`: Especially prone to explosions
1197 * `oddly_breakable_by_hand`:
1198 Can be added to nodes that shouldn't logically be breakable by the
1199 hand but are. Somewhat similar to `dig_immediate`, but times are more
1200 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1201 speed of a tool if the tool can dig at a faster speed than this
1202 suggests for the hand.
1204 ### Examples of custom groups
1205 Item groups are often used for defining, well, _groups of items_.
1206 * `meat`: any meat-kind of a thing (rating might define the size or healing
1207 ability or be irrelevant -- it is not defined as of yet)
1208 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1210 * `flammable`: can be set on fire. Rating might define the intensity of the
1211 fire, affecting e.g. the speed of the spreading of an open fire.
1212 * `wool`: any wool (any origin, any color)
1213 * `metal`: any metal
1214 * `weapon`: any weapon
1215 * `heavy`: anything considerably heavy
1217 ### Digging time calculation specifics
1218 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1219 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1220 faster digging time.
1222 The `level` group is used to limit the toughness of nodes a tool can dig
1223 and to scale the digging times / damage to a greater extent.
1225 **Please do understand this**, otherwise you cannot use the system to it's
1228 Tools define their properties by a list of parameters for groups. They
1229 cannot dig other groups; thus it is important to use a standard bunch of
1230 groups to enable interaction with tools.
1232 #### Tools definition
1235 * Full punch interval
1236 * Maximum drop level
1237 * For an arbitrary list of groups:
1238 * Uses (until the tool breaks)
1239 * Maximum level (usually `0`, `1`, `2` or `3`)
1243 #### Full punch interval
1244 When used as a weapon, the tool will do full damage if this time is spent
1245 between punches. If e.g. half the time is spent, the tool will do half
1248 #### Maximum drop level
1249 Suggests the maximum level of node, when dug with the tool, that will drop
1250 it's useful item. (e.g. iron ore to drop a lump of iron).
1252 This is not automated; it is the responsibility of the node definition
1256 Determines how many uses the tool has when it is used for digging a node,
1257 of this group, of the maximum level. For lower leveled nodes, the use count
1258 is multiplied by `3^leveldiff`.
1260 * `uses=10, leveldiff=0`: actual uses: 10
1261 * `uses=10, leveldiff=1`: actual uses: 30
1262 * `uses=10, leveldiff=2`: actual uses: 90
1265 Tells what is the maximum level of a node of this group that the tool will
1269 List of digging times for different ratings of the group, for nodes of the
1272 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1273 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1274 for this group, and unable to dig the rating `1`, which is the toughest.
1275 Unless there is a matching group that enables digging otherwise.
1278 List of damage for groups of entities. See "Entity damage mechanism".
1280 #### Example definition of the capabilities of a tool
1282 tool_capabilities = {
1283 full_punch_interval=1.5,
1286 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1288 damage_groups = {fleshy=2},
1291 This makes the tool be able to dig nodes that fulfil both of these:
1293 * Have the `crumbly` group
1294 * Have a `level` group less or equal to `2`
1296 Table of resulting digging times:
1298 crumbly 0 1 2 3 4 <- level
1300 1 0.80 1.60 1.60 - -
1301 2 0.60 1.20 1.20 - -
1302 3 0.40 0.80 0.80 - -
1304 level diff: 2 1 0 -1 -2
1306 Table of resulting tool uses:
1315 * At `crumbly==0`, the node is not diggable.
1316 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1317 easy nodes to be quickly breakable.
1318 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1320 Entity damage mechanism
1321 -----------------------
1325 foreach group in cap.damage_groups:
1326 damage += cap.damage_groups[group] * limit(actual_interval /
1327 cap.full_punch_interval, 0.0, 1.0)
1328 * (object.armor_groups[group] / 100.0)
1329 -- Where object.armor_groups[group] is 0 for inexistent values
1332 Client predicts damage based on damage groups. Because of this, it is able to
1333 give an immediate response when an entity is damaged or dies; the response is
1334 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1336 Currently a smoke puff will appear when an entity dies.
1338 The group `immortal` completely disables normal damage.
1340 Entities can define a special armor group, which is `punch_operable`. This
1341 group disables the regular damage mechanism for players punching it by hand or
1342 a non-tool item, so that it can do something else than take damage.
1344 On the Lua side, every punch calls:
1346 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1348 This should never be called directly, because damage is usually not handled by
1351 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1352 accessed unless absolutely required, to encourage interoperability.
1353 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1354 * `tool_capabilities` can be `nil`.
1355 * `direction` is a unit vector, pointing from the source of the punch to
1358 To punch an entity/object in Lua, call:
1360 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1362 * Return value is tool wear.
1363 * Parameters are equal to the above callback.
1364 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1365 `direction` will be automatically filled in based on the location of `puncher`.
1369 The instance of a node in the world normally only contains the three values
1370 mentioned in "Nodes". However, it is possible to insert extra data into a
1371 node. It is called "node metadata"; See "`NodeMetaRef`".
1373 Metadata contains two things:
1378 Some of the values in the key-value store are handled specially:
1380 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1381 * `infotext`: Text shown on the screen when the node is pointed at
1385 local meta = minetest.get_meta(pos)
1386 meta:set_string("formspec",
1388 "list[context;main;0,0;8,4;]"..
1389 "list[current_player;main;0,5;8,4;]")
1390 meta:set_string("infotext", "Chest");
1391 local inv = meta:get_inventory()
1392 inv:set_size("main", 8*4)
1393 print(dump(meta:to_table()))
1396 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1397 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1398 [10] = "", [11] = "", [12] = "", [13] = "",
1399 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1400 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1401 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1402 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1406 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1413 Formspec defines a menu. Currently not much else than inventories are
1414 supported. It is a string, with a somewhat strange format.
1416 Spaces and newlines can be inserted between the blocks, as is used in the
1424 list[context;main;0,0;8,4;]
1425 list[current_player;main;0,5;8,4;]
1430 list[context;fuel;2,3;1,1;]
1431 list[context;src;2,1;1,1;]
1432 list[context;dst;5,1;2,2;]
1433 list[current_player;main;0,5;8,4;]
1435 #### Minecraft-like player inventory
1438 image[1,0.6;1,2;player.png]
1439 list[current_player;main;0,3.5;8,4;]
1440 list[current_player;craft;3,0;3,3;]
1441 list[current_player;craftpreview;7,1;1,1;]
1445 #### `size[<W>,<H>,<fixed_size>]`
1446 * Define the size of the menu in inventory slots
1447 * `fixed_size`: `true`/`false` (optional)
1448 * deprecated: `invsize[<W>,<H>;]`
1450 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1451 * Show an inventory list
1453 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1454 * Show an inventory list
1456 #### `listring[<inventory location>;<list name>]`
1457 * Allows to create a ring of inventory lists
1458 * Shift-clicking on items in one element of the ring
1459 will send them to the next inventory list inside the ring
1460 * The first occurrence of an element inside the ring will
1461 determine the inventory where items will be sent to
1464 * Shorthand for doing `listring[<inventory location>;<list name>]`
1465 for the last two inventory lists added by list[...]
1467 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1468 * Sets background color of slots as `ColorString`
1469 * Sets background color of slots on mouse hovering
1471 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1472 * Sets background color of slots as `ColorString`
1473 * Sets background color of slots on mouse hovering
1474 * Sets color of slots border
1476 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1477 * Sets background color of slots as `ColorString`
1478 * Sets background color of slots on mouse hovering
1479 * Sets color of slots border
1480 * Sets default background color of tooltips
1481 * Sets default font color of tooltips
1483 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1484 * Adds tooltip for an element
1485 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1486 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1488 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1490 * Position and size units are inventory slots
1492 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1493 * Show an inventory image of registered item/node
1494 * Position and size units are inventory slots
1496 #### `bgcolor[<color>;<fullscreen>]`
1497 * Sets background color of formspec as `ColorString`
1498 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1500 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1501 * Use a background. Inventory rectangles are not drawn then.
1502 * Position and size units are inventory slots
1503 * Example for formspec 8x4 in 16x resolution: image shall be sized
1504 8 times 16px times 4 times 16px.
1506 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1507 * Use a background. Inventory rectangles are not drawn then.
1508 * Position and size units are inventory slots
1509 * Example for formspec 8x4 in 16x resolution:
1510 image shall be sized 8 times 16px times 4 times 16px
1511 * If `true` the background is clipped to formspec size
1512 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1514 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1515 * Textual password style field; will be sent to server when a button is clicked
1516 * `x` and `y` position the field relative to the top left of the menu
1517 * `w` and `h` are the size of the field
1518 * Fields are a set height, but will be vertically centred on `h`
1519 * Position and size units are inventory slots
1520 * `name` is the name of the field as returned in fields to `on_receive_fields`
1521 * `label`, if not blank, will be text printed on the top left above the field
1523 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1524 * Textual field; will be sent to server when a button is clicked
1525 * `x` and `y` position the field relative to the top left of the menu
1526 * `w` and `h` are the size of the field
1527 * Fields are a set height, but will be vertically centred on `h`
1528 * Position and size units are inventory slots
1529 * `name` is the name of the field as returned in fields to `on_receive_fields`
1530 * `label`, if not blank, will be text printed on the top left above the field
1531 * `default` is the default value of the field
1532 * `default` may contain variable references such as `${text}'` which
1533 will fill the value from the metadata value `text`
1534 * **Note**: no extra text or more than a single variable is supported ATM.
1536 #### `field[<name>;<label>;<default>]`
1537 * As above, but without position/size units
1538 * Special field for creating simple forms, such as sign text input
1539 * Must be used without a `size[]` element
1540 * A "Proceed" button will be added automatically
1542 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1543 * Same as fields above, but with multi-line input
1545 #### `label[<X>,<Y>;<label>]`
1546 * `x` and `y` work as per field
1547 * `label` is the text on the label
1548 * Position and size units are inventory slots
1550 #### `vertlabel[<X>,<Y>;<label>]`
1551 * Textual label drawn vertically
1552 * `x` and `y` work as per field
1553 * `label` is the text on the label
1554 * Position and size units are inventory slots
1556 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1557 * Clickable button. When clicked, fields will be sent.
1558 * `x`, `y` and `name` work as per field
1559 * `w` and `h` are the size of the button
1560 * `label` is the text on the button
1561 * Position and size units are inventory slots
1563 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1564 * `x`, `y`, `w`, `h`, and `name` work as per button
1565 * `texture name` is the filename of an image
1566 * Position and size units are inventory slots
1568 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1569 * `x`, `y`, `w`, `h`, and `name` work as per button
1570 * `texture name` is the filename of an image
1571 * Position and size units are inventory slots
1572 * `noclip=true` means the image button doesn't need to be within specified formsize
1573 * `drawborder`: draw button border or not
1574 * `pressed texture name` is the filename of an image on pressed state
1576 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1577 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1578 * `item name` is the registered name of an item/node,
1579 tooltip will be made out of its description
1580 to override it use tooltip element
1581 * Position and size units are inventory slots
1583 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1584 * When clicked, fields will be sent and the form will quit.
1586 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1587 * When clicked, fields will be sent and the form will quit.
1589 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1590 * Scrollable item list showing arbitrary text elements
1591 * `x` and `y` position the itemlist relative to the top left of the menu
1592 * `w` and `h` are the size of the itemlist
1593 * `name` fieldname sent to server on doubleclick value is current selected element
1594 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1595 * if you want a listelement to start with "#" write "##".
1597 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1598 * Scrollable itemlist showing arbitrary text elements
1599 * `x` and `y` position the item list relative to the top left of the menu
1600 * `w` and `h` are the size of the item list
1601 * `name` fieldname sent to server on doubleclick value is current selected element
1602 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1603 * if you want a listelement to start with "#" write "##"
1604 * Index to be selected within textlist
1605 * `true`/`false`: draw transparent background
1606 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1608 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1609 * Show a tab**header** at specific position (ignores formsize)
1610 * `x` and `y` position the itemlist relative to the top left of the menu
1611 * `name` fieldname data is transferred to Lua
1612 * `caption 1`...: name shown on top of tab
1613 * `current_tab`: index of selected tab 1...
1614 * `transparent` (optional): show transparent
1615 * `draw_border` (optional): draw border
1617 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1618 * Simple colored semitransparent box
1619 * `x` and `y` position the box relative to the top left of the menu
1620 * `w` and `h` are the size of box
1621 * `color` is color specified as a `ColorString`
1623 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1624 * Show a dropdown field
1625 * **Important note**: There are two different operation modes:
1626 1. handle directly on change (only changed dropdown is submitted)
1627 2. read the value on pressing a button (all dropdown values are available)
1628 * `x` and `y` position of dropdown
1630 * Fieldname data is transferred to Lua
1631 * Items to be shown in dropdown
1632 * Index of currently selected dropdown item
1634 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
1636 * `x` and `y`: position of checkbox
1637 * `name` fieldname data is transferred to Lua
1638 * `label` to be shown left of checkbox
1639 * `selected` (optional): `true`/`false`
1641 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1643 * There are two ways to use it:
1644 1. handle the changed event (only changed scrollbar is available)
1645 2. read the value on pressing a button (all scrollbars are available)
1646 * `x` and `y`: position of trackbar
1647 * `w` and `h`: width and height
1648 * `orientation`: `vertical`/`horizontal`
1649 * Fieldname data is transferred to Lua
1650 * Value this trackbar is set to (`0`-`1000`)
1651 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1653 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1654 * Show scrollable table using options defined by the previous `tableoptions[]`
1655 * Displays cells as defined by the previous `tablecolumns[]`
1656 * `x` and `y`: position the itemlist relative to the top left of the menu
1657 * `w` and `h` are the size of the itemlist
1658 * `name`: fieldname sent to server on row select or doubleclick
1659 * `cell 1`...`cell n`: cell contents given in row-major order
1660 * `selected idx`: index of row to be selected within table (first row = `1`)
1661 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1663 #### `tableoptions[<opt 1>;<opt 2>;...]`
1664 * Sets options for `table[]`
1666 * default text color (`ColorString`), defaults to `#FFFFFF`
1667 * `background=#RRGGBB`
1668 * table background color (`ColorString`), defaults to `#000000`
1669 * `border=<true/false>`
1670 * should the table be drawn with a border? (default: `true`)
1671 * `highlight=#RRGGBB`
1672 * highlight background color (`ColorString`), defaults to `#466432`
1673 * `highlight_text=#RRGGBB`
1674 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1675 * `opendepth=<value>`
1676 * all subtrees up to `depth < value` are open (default value = `0`)
1677 * only useful when there is a column of type "tree"
1679 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1680 * Sets columns for `table[]`
1681 * Types: `text`, `image`, `color`, `indent`, `tree`
1682 * `text`: show cell contents as text
1683 * `image`: cell contents are an image index, use column options to define images
1684 * `color`: cell contents are a ColorString and define color of following cell
1685 * `indent`: cell contents are a number and define indentation of following cell
1686 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1689 * for `text` and `image`: content alignment within cells.
1690 Available values: `left` (default), `center`, `right`, `inline`
1692 * for `text` and `image`: minimum width in em (default: `0`)
1693 * for `indent` and `tree`: indent width in em (default: `1.5`)
1694 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1695 Exception: defaults to 0 for indent columns
1696 * `tooltip=<value>`: tooltip text (default: empty)
1697 * `image` column options:
1698 * `0=<value>` sets image for image index 0
1699 * `1=<value>` sets image for image index 1
1700 * `2=<value>` sets image for image index 2
1701 * and so on; defined indices need not be contiguous empty or
1702 non-numeric cells are treated as `0`.
1703 * `color` column options:
1704 * `span=<value>`: number of following columns to affect (default: infinite)
1706 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1707 pass key press events to formspec!
1711 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1712 * `"current_player"`: Player to whom the menu is shown
1713 * `"player:<name>"`: Any player
1714 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1715 * `"detached:<name>"`: A detached inventory
1719 `#RGB` defines a color in hexadecimal format.
1721 `#RGBA` defines a color in hexadecimal format and alpha channel.
1723 `#RRGGBB` defines a color in hexadecimal format.
1725 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1727 Named colors are also supported and are equivalent to
1728 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1729 To specify the value of the alpha channel, append `#AA` to the end of the color name
1730 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1731 value must (always) be two hexadecimal digits.
1735 A ColorSpec specifies a 32-bit color. It can be written in either:
1736 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1737 `colorspec = {a=255, r=0, g=255, b=0}`
1738 numerical form, the raw integer value of an ARGB8 quad:
1739 `colorspec = 0xFF00FF00`
1740 or string form, a ColorString (defined above):
1741 `colorspec = "green"`
1745 Most text can contain escape sequences, that can for example color the text.
1746 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1747 The following functions provide escape sequences:
1748 * `core.get_color_escape_sequence(color)`:
1749 * `color` is a ColorString
1750 * The escape sequence sets the text color to `color`
1751 * `core.colorize(color, message)`:
1753 `core.get_color_escape_sequence(color) ..
1755 core.get_color_escape_sequence("#ffffff")`
1756 * `color.get_background_escape_sequence(color)`
1757 * `color` is a ColorString
1758 * The escape sequence sets the background of the whole text element to
1759 `color`. Only defined for item descriptions and tooltips.
1763 * `vector.new(a[, b, c])`: returns a vector:
1764 * A copy of `a` if `a` is a vector.
1765 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
1766 * `vector.direction(p1, p2)`: returns a vector
1767 * `vector.distance(p1, p2)`: returns a number
1768 * `vector.length(v)`: returns a number
1769 * `vector.normalize(v)`: returns a vector
1770 * `vector.round(v)`: returns a vector, each dimension rounded to floor
1771 * `vector.apply(v, func)`: returns a vector
1772 * `vector.equals(v1, v2)`: returns a boolean
1774 For the following functions `x` can be either a vector or a number:
1776 * `vector.add(v, x)`: returns a vector
1777 * `vector.subtract(v, x)`: returns a vector
1778 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
1779 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
1783 * `dump2(obj, name="_", dumped={})`
1784 * Return object serialized as a string, handles reference loops
1785 * `dump(obj, dumped={})`
1786 * Return object serialized as a string
1787 * `math.hypot(x, y)`
1788 * Get the hypotenuse of a triangle with legs x and y.
1789 Useful for distance calculation.
1790 * `math.sign(x, tolerance)`
1791 * Get the sign of a number.
1792 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1793 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1794 * sep_is_pattern=false)`
1795 * If `max_splits` is negative, do not limit splits.
1796 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1797 * e.g. `string:split("a,b", ",") == {"a","b"}`
1799 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1800 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
1801 * Convert position to a printable string
1802 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
1803 * `minetest.string_to_pos(string)`: returns a position
1804 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1805 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
1806 * Converts a string representing an area box into two positions
1807 * `minetest.formspec_escape(string)`: returns a string
1808 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1809 * `minetest.is_yes(arg)`
1810 * returns whether `arg` can be interpreted as yes
1811 * `minetest.get_us_time()`
1812 * returns time with microsecond precision. May not return wall time.
1813 * `table.copy(table)`: returns a table
1814 * returns a deep copy of `table`
1816 `minetest` namespace reference
1817 ------------------------------
1821 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1822 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1823 * Useful for loading additional `.lua` modules or static data from mod
1824 * `minetest.get_modnames()`: returns a list of installed mods
1825 * Return a list of installed mods, sorted alphabetically
1826 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1827 * Useful for storing custom data
1828 * `minetest.is_singleplayer()`
1829 * `minetest.features`
1830 * Table containing API feature flags: `{foo=true, bar=true}`
1831 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1832 * `arg`: string or table in format `{foo=true, bar=true}`
1833 * `missing_features`: `{foo=true, bar=true}`
1834 * `minetest.get_player_information(player_name)`: returns a table containing
1835 information about player. Example return value:
1837 address = "127.0.0.1", -- IP address of client
1838 ip_version = 4, -- IPv4 / IPv6
1839 min_rtt = 0.01, -- minimum round trip time
1840 max_rtt = 0.2, -- maximum round trip time
1841 avg_rtt = 0.02, -- average round trip time
1842 min_jitter = 0.01, -- minimum packet time jitter
1843 max_jitter = 0.5, -- maximum packet time jitter
1844 avg_jitter = 0.03, -- average packet time jitter
1845 connection_uptime = 200, -- seconds since client connected
1847 -- following information is available on debug build only!!!
1848 -- DO NOT USE IN MODS
1849 --ser_vers = 26, -- serialization version used by client
1850 --prot_vers = 23, -- protocol version used by client
1851 --major = 0, -- major version number
1852 --minor = 4, -- minor version number
1853 --patch = 10, -- patch version number
1854 --vers_string = "0.4.9-git", -- full version string
1855 --state = "Active" -- current client state
1857 * `minetest.mkdir(path)`: returns success.
1858 * Creates a directory specified by `path`, creating parent directories
1859 if they don't exist.
1860 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
1862 * nil: return all entries,
1863 * true: return only subdirectory names, or
1864 * false: return only file names.
1867 * `minetest.debug(...)`
1868 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
1869 * `minetest.log([level,] text)`
1870 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
1871 `"info"`, or `"verbose"`. Default is `"none"`.
1873 ### Registration functions
1874 Call these functions only at load time!
1876 * `minetest.register_entity(name, prototype table)`
1877 * `minetest.register_abm(abm definition)`
1878 * `minetest.register_lbm(lbm definition)`
1879 * `minetest.register_node(name, node definition)`
1880 * `minetest.register_tool(name, item definition)`
1881 * `minetest.register_craftitem(name, item definition)`
1882 * `minetest.register_alias(name, convert_to)`
1883 * `minetest.register_craft(recipe)`
1884 * Check recipe table syntax for different types below.
1885 * `minetest.clear_craft(recipe)`
1886 * Will erase existing craft based either on output item or on input recipe.
1887 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
1888 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
1889 * If no erase candidate could be found, Lua exception will be thrown.
1890 * Warning! The type field ("shaped","cooking" or any other) will be ignored if the recipe
1891 contains output. Erasing is then done independently from the crafting method.
1892 * `minetest.register_ore(ore definition)`
1893 * `minetest.register_decoration(decoration definition)`
1894 * `minetest.override_item(name, redefinition)`
1895 * Overrides fields of an item registered with register_node/tool/craftitem.
1896 * Note: Item must already be defined, (opt)depend on the mod defining it.
1897 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1899 * `minetest.clear_registered_ores()`
1900 * `minetest.clear_registered_decorations()`
1902 ### Global callback registration functions
1903 Call these functions only at load time!
1905 * `minetest.register_globalstep(func(dtime))`
1906 * Called every server step, usually interval of 0.1s
1907 * `minetest.register_on_shutdown(func())`
1908 * Called before server shutdown
1909 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1910 callbacks **will likely not be run**. Data should be saved at
1911 semi-frequent intervals as well as on server shutdown.
1912 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1913 * Called when a node has been placed
1914 * If return `true` no item is taken from `itemstack`
1915 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1917 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1918 * Called when a node has been dug.
1919 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1921 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1922 * Called when a node is punched
1923 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1924 * Called after generating a piece of world. Modifying nodes inside the area
1925 is a bit faster than usually.
1926 * `minetest.register_on_newplayer(func(ObjectRef))`
1927 * Called after a new player has been created
1928 * `minetest.register_on_dieplayer(func(ObjectRef))`
1929 * Called when a player dies
1930 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
1931 * Called when a player is punched
1932 * `player` - ObjectRef - Player that was punched
1933 * `hitter` - ObjectRef - Player that hit
1934 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
1935 * `tool_capabilities`: capability table of used tool (can be nil)
1936 * `dir`: unit vector of direction of punch. Always defined. Points from
1937 the puncher to the punched.
1938 * `damage` - number that represents the damage calculated by the engine
1939 * should return `true` to prevent the default damage mechanism
1940 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
1941 * Called when the player gets damaged or healed
1942 * `player`: ObjectRef of the player
1943 * `hp_change`: the amount of change. Negative when it is damage.
1944 * `modifier`: when true, the function should return the actual hp_change.
1945 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
1946 modifiers can return true as a second argument to stop the execution of further functions.
1947 Non-modifiers receive the final hp change calculated by the modifiers.
1948 * `minetest.register_on_respawnplayer(func(ObjectRef))`
1949 * Called when player is to be respawned
1950 * Called _before_ repositioning of player occurs
1951 * return true in func to disable regular player placement
1952 * `minetest.register_on_prejoinplayer(func(name, ip))`
1953 * Called before a player joins the game
1954 * If it returns a string, the player is disconnected with that string as reason
1955 * `minetest.register_on_joinplayer(func(ObjectRef))`
1956 * Called when a player joins the game
1957 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
1958 * Called when a player leaves the game
1959 * `timed_out`: True for timeout, false for other reasons.
1960 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
1961 * Called when a player cheats
1962 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
1963 * `"moved_too_fast"`
1964 * `"interacted_too_far"`
1965 * `"finished_unknown_dig"`
1968 * `minetest.register_on_chat_message(func(name, message))`
1969 * Called always when a player says something
1970 * Return `true` to mark the message as handled, which means that it will not be sent to other players
1971 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
1972 * Called when a button is pressed in player's inventory form
1973 * Newest functions are called first
1974 * If function returns `true`, remaining functions are not called
1975 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
1976 * Called when `player` crafts something
1977 * `itemstack` is the output
1978 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
1979 * `craft_inv` is the inventory with the crafting grid
1980 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
1981 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
1982 * The same as before, except that it is called before the player crafts, to make
1983 craft prediction, and it should not change anything.
1984 * `minetest.register_on_protection_violation(func(pos, name))`
1985 * Called by `builtin` and mods when a player violates protection at a position
1986 (eg, digs a node or punches a protected entity).
1987 * The registered functions can be called using `minetest.record_protection_violation`
1988 * The provided function should check that the position is protected by the mod
1989 calling this function before it prints a message, if it does, to allow for
1990 multiple protection mods.
1991 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
1992 * Called when an item is eaten, by `minetest.item_eat`
1993 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
1995 ### Other registration functions
1996 * `minetest.register_chatcommand(cmd, chatcommand definition)`
1997 * `minetest.register_privilege(name, definition)`
1998 * `definition`: `"description text"`
1999 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2000 the default of `give_to_singleplayer` is true
2001 * To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
2002 * `minetest.register_authentication_handler(handler)`
2003 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2006 * `minetest.setting_set(name, value)`
2007 * Setting names can't contain whitespace or any of `="{}#`.
2008 * Setting values can't contain the sequence `\n"""`.
2009 * Setting names starting with "secure." can't be set.
2010 * `minetest.setting_get(name)`: returns string or `nil`
2011 * `minetest.setting_setbool(name, value)`
2012 * See documentation on `setting_set` for restrictions.
2013 * `minetest.setting_getbool(name)`: returns boolean or `nil`
2014 * `minetest.setting_get_pos(name)`: returns position or nil
2015 * `minetest.setting_save()`, returns `nil`, save all settings to config file
2018 * `minetest.notify_authentication_modified(name)`
2019 * Should be called by the authentication handler if privileges changes.
2020 * To report everybody, set `name=nil`.
2021 * `minetest.check_password_entry(name, entry, password)`
2022 * Returns true if the "db entry" for a player with name matches given
2023 * password, false otherwise.
2024 * The "db entry" is the usually player-individual value that is derived
2025 * from the player's chosen password and stored on the server in order to allow
2026 * authentication whenever the player desires to log in.
2027 * Only use this function for making it possible to log in via the password from
2028 * via protocols like IRC, other uses for inside the game are frowned upon.
2029 * `minetest.get_password_hash(name, raw_password)`
2030 * Convert a name-password pair to a password hash that Minetest can use.
2031 * The returned value alone is not a good basis for password checks based
2032 * on comparing the password hash in the database with the password hash
2033 * from the function, with an externally provided password, as the hash
2034 * in the db might use the new SRP verifier format.
2035 * For this purpose, use minetest.check_password_entry instead.
2036 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2037 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2038 * Convert between two privilege representations
2039 * `minetest.set_player_password(name, password_hash)`
2040 * `minetest.set_player_privs(name, {priv1=true,...})`
2041 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2042 * `minetest.auth_reload()`
2043 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2044 * A quickhand for checking privileges.
2045 * `player_or_name`: Either a Player object or the name of a player.
2046 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2047 a table, e.g. `{ priva = true, privb = true }`.
2048 * `minetest.get_player_ip(name)`: returns an IP address string
2050 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2051 and `minetest.auth_reload` call the authetification handler.
2054 * `minetest.chat_send_all(text)`
2055 * `minetest.chat_send_player(name, text)`
2057 ### Environment access
2058 * `minetest.set_node(pos, node)`
2059 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2060 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2061 * `minetest.swap_node(pos, node`
2062 * Set node at position, but don't remove metadata
2063 * `minetest.remove_node(pos)`
2064 * Equivalent to `set_node(pos, "air")`
2065 * `minetest.get_node(pos)`
2066 * Returns the node at the given position as table in the format
2067 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2069 * `minetest.get_node_or_nil(pos)`
2070 * Same as `get_node` but returns `nil` for unloaded areas.
2071 * `minetest.get_node_light(pos, timeofday)`
2072 * Gets the light value at the given position. Note that the light value
2073 "inside" the node at the given position is returned, so you usually want
2074 to get the light value of a neighbor.
2075 * `pos`: The position where to measure the light.
2076 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2077 * Returns a number between `0` and `15` or `nil`
2078 * `minetest.place_node(pos, node)`
2079 * Place node with the same effects that a player would cause
2080 * `minetest.dig_node(pos)`
2081 * Dig node with the same effects that a player would cause
2082 * Returns `true` if successful, `false` on failure (e.g. protected location)
2083 * `minetest.punch_node(pos)`
2084 * Punch node with the same effects that a player would cause
2086 * `minetest.find_nodes_with_meta(pos1, pos2)`
2087 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2088 * `minetest.get_meta(pos)`
2089 * Get a `NodeMetaRef` at that position
2090 * `minetest.get_node_timer(pos)`
2091 * Get `NodeTimerRef`
2093 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
2094 * Returns `ObjectRef`, or `nil` if failed
2095 * `minetest.add_item(pos, item)`: Spawn item
2096 * Returns `ObjectRef`, or `nil` if failed
2097 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2098 * `minetest.get_objects_inside_radius(pos, radius)`
2099 * `radius`: using an euclidean metric
2100 * `minetest.set_timeofday(val)`
2101 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2102 * `minetest.get_timeofday()`
2103 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2104 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2105 * accounting for time changes.
2106 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
2107 * `radius`: using a maximum metric
2108 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2109 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
2110 * returns as second value a table with the count of the individual nodes found
2111 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2112 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
2113 * returned positions are nodes with a node air above
2114 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2115 * `minetest.get_perlin(noiseparams)`
2116 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2117 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2118 * `minetest.get_voxel_manip([pos1, pos2])`
2119 * Return voxel manipulator object.
2120 * Loads the manipulator from the map if positions are passed.
2121 * `minetest.set_gen_notify(flags, {deco_ids})`
2122 * Set the types of on-generate notifications that should be collected
2123 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2124 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2125 * The second parameter is a list of IDS of decorations which notification is requested for
2126 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
2127 * `minetest.get_mapgen_object(objectname)`
2128 * Return requested mapgen object if available (see "Mapgen objects")
2129 * `minetest.get_biome_id(biome_name)`
2130 * Returns the biome id, as used in the biomemap Mapgen object, for a
2131 given biome_name string.
2132 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2133 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2134 * Deprecated: use minetest.get_mapgen_setting(name) instead
2135 * `minetest.set_mapgen_params(MapgenParams)`
2136 * Deprecated: use minetest.set_mapgen_setting(name, value, override) instead
2137 * Set map generation parameters
2138 * Function cannot be called after the registration period; only initialization
2139 and `on_mapgen_init`
2140 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2142 * Leave field unset to leave that parameter unchanged
2143 * `flags` contains a comma-delimited string of flags to set,
2144 or if the prefix `"no"` is attached, clears instead.
2145 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2146 * `minetest.get_mapgen_setting(name)`
2147 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2148 order of precedence:
2149 1) Settings loaded from map_meta.txt or overrides set during mod execution
2150 2) Settings set by mods without a metafile override
2151 3) Settings explicitly set in the user config file, minetest.conf
2152 4) Settings set as the user config default
2153 * `minetest.get_mapgen_setting_noiseparams(name)`
2154 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2155 and is a valid NoiseParams
2156 * `minetest.set_mapgen_setting(name, value, [override_meta=false])`
2157 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2158 is not already present in map_meta.txt. If the optional boolean override_meta is set to true,
2159 this setting will become the active setting regardless of the map metafile contents.
2160 * Note: to set the seed, use "seed", not "fixed_map_seed"
2161 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta=false])`
2162 * Same as above, except value is a NoiseParams table
2163 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2164 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2165 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2166 should be applied to the default config or current active config
2167 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2168 * `minetest.generate_ores(vm, pos1, pos2)`
2169 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2170 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2171 * `minetest.generate_decorations(vm, pos1, pos2)`
2172 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2173 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2174 * `minetest.clear_objects([options])`
2175 * Clear all objects in the environment
2176 * Takes an optional table as an argument with the field `mode`.
2177 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2178 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2179 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2180 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2181 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2182 * fetched from memory, loaded from disk, or if inexistent, generates them.
2183 * If `callback` is a valid Lua function, this will be called for each block emerged.
2184 * The function signature of callback is:
2185 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2186 * - `blockpos` is the *block* coordinates of the block that had been emerged
2187 * - `action` could be one of the following constant values:
2188 * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
2189 * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
2190 * - `calls_remaining` is the number of callbacks to be expected after this one
2191 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2192 * parameter was absent)
2193 * `minetest.delete_area(pos1, pos2)`
2194 * delete all mapblocks in the area from pos1 to pos2, inclusive
2195 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2196 * Check if there is a direct line of sight between `pos1` and `pos2`
2197 * Returns the position of the blocking node when `false`
2198 * `pos1`: First position
2199 * `pos2`: Second position
2200 * `stepsize`: smaller gives more accurate results but requires more computing
2201 time. Default is `1`.
2202 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2203 * returns table containing path
2204 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2205 * `pos1`: start position
2206 * `pos2`: end position
2207 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2208 * `max_jump`: maximum height difference to consider walkable
2209 * `max_drop`: maximum height difference to consider droppable
2210 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2211 * `minetest.spawn_tree (pos, {treedef})`
2212 * spawns L-system tree at given `pos` with definition in `treedef` table
2213 * Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
2214 Often these bugs appear as subtle shadows in water.
2215 * `minetest.transforming_liquid_add(pos)`
2216 * add node to liquid update queue
2217 * `minetest.get_node_max_level(pos)`
2218 * get max available level for leveled node
2219 * `minetest.get_node_level(pos)`
2220 * get level of leveled node (water, snow)
2221 * `minetest.set_node_level(pos, level)`
2222 * set level of leveled node, default `level` equals `1`
2223 * if `totallevel > maxlevel`, returns rest (`total-max`).
2224 * `minetest.add_node_level(pos, level)`
2225 * increase level of leveled node by level, default `level` equals `1`
2226 * if `totallevel > maxlevel`, returns rest (`total-max`)
2227 * can be negative for decreasing
2230 `minetest.get_inventory(location)`: returns an `InvRef`
2233 * `{type="player", name="celeron55"}`
2234 * `{type="node", pos={x=, y=, z=}}`
2235 * `{type="detached", name="creative"}`
2236 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
2237 * callbacks: See "Detached inventory callbacks"
2238 * Creates a detached inventory. If it already exists, it is cleared.
2239 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2240 returns left over ItemStack
2241 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2244 * `minetest.show_formspec(playername, formname, formspec)`
2245 * `playername`: name of player to show formspec
2246 * `formname`: name passed to `on_player_receive_fields` callbacks.
2247 It should follow the `"modname:<whatever>"` naming convention
2248 * `formspec`: formspec to display
2249 * `minetest.formspec_escape(string)`: returns a string
2250 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2251 * `minetest.explode_table_event(string)`: returns a table
2252 * returns e.g. `{type="CHG", row=1, column=2}`
2254 * `"INV"`: no row selected)
2255 * `"CHG"`: selected)
2256 * `"DCL"`: double-click
2257 * `minetest.explode_textlist_event(string)`: returns a table
2258 * returns e.g. `{type="CHG", index=1}`
2260 * `"INV"`: no row selected)
2261 * `"CHG"`: selected)
2262 * `"DCL"`: double-click
2263 * `minetest.explode_scrollbar_event(string)`: returns a table
2264 * returns e.g. `{type="CHG", value=500}`
2266 * `"INV"`: something failed
2267 * `"CHG"`: has been changed
2268 * `"VAL"`: not changed
2271 * `minetest.inventorycube(img1, img2, img3)`
2272 * Returns a string for making an image of a cube (useful as an item image)
2273 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2274 * Get position of a `pointed_thing` (that you can get from somewhere)
2275 * `minetest.dir_to_facedir(dir, is6d)`
2276 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2277 * passing something non-`nil`/`false` for the optional second parameter causes it to
2278 take the y component into account
2279 * `minetest.facedir_to_dir(facedir)`
2280 * Convert a facedir back into a vector aimed directly out the "back" of a node
2281 * `minetest.dir_to_wallmounted(dir)`
2282 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2283 * `minetest.wallmounted_to_dir(wallmounted)`
2284 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2285 * `minetest.get_node_drops(nodename, toolname)`
2286 * Returns list of item names.
2287 * **Note**: This will be removed or modified in a future version.
2288 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2289 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2290 * `input.width` = for example `3`
2291 * `input.items` = for example
2292 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2293 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2294 * `output.time` = a number, if unsuccessful: `0`
2295 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2296 `decremented_input.items`
2297 * `decremented_input` = like `input`
2298 * `minetest.get_craft_recipe(output)`: returns input
2299 * returns last registered recipe for output item (node)
2300 * `output` is a node or item type such as `"default:torch"`
2301 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2302 * `input.width` = for example `3`
2303 * `input.items` = for example
2304 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2305 * `input.items` = `nil` if no recipe found
2306 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2307 * returns indexed table with all registered recipes for query item (node)
2308 or `nil` if no recipe was found
2309 * recipe entry table:
2311 method = 'normal' or 'cooking' or 'fuel'
2312 width = 0-3, 0 means shapeless recipe
2313 items = indexed [1-9] table with recipe items
2314 output = string with item name and quantity
2316 * Example query for `"default:gold_ingot"` will return table:
2318 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2319 items = {1 = "default:gold_lump"}},
2320 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2321 items = {1 = "default:goldblock"}}
2323 * `minetest.handle_node_drops(pos, drops, digger)`
2324 * `drops`: list of itemstrings
2325 * Handles drops from nodes after digging: Default action is to put them into
2327 * Can be overridden to get different functionality (e.g. dropping items on
2331 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2332 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2333 * Find who has done something to a node, or near a node
2334 * `actor`: `"player:<name>"`, also `"liquid"`.
2335 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2336 * Revert latest actions of someone
2337 * `actor`: `"player:<name>"`, also `"liquid"`.
2339 ### Defaults for the `on_*` item definition functions
2340 These functions return the leftover itemstack.
2342 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2343 * Place item as a node
2344 * `param2` overrides `facedir` and wallmounted `param2`
2345 * returns `itemstack, success`
2346 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2348 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2349 * Use one of the above based on what the item is.
2350 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2351 * **Note**: is not called when wielded item overrides `on_place`
2352 * `param2` overrides `facedir` and wallmounted `param2`
2353 * returns `itemstack, success`
2354 * `minetest.item_drop(itemstack, dropper, pos)`
2356 * `minetest.item_eat(hp_change, replace_with_item)`
2358 * `replace_with_item` is the itemstring which is added to the inventory.
2359 If the player is eating a stack, then replace_with_item goes to a
2360 different spot. Can be `nil`
2361 * See `minetest.do_item_eat`
2363 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2364 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2365 * Calls functions registered by `minetest.register_on_punchnode()`
2366 * `minetest.node_dig(pos, node, digger)`
2367 * Checks if node can be dug, puts item into inventory, removes node
2368 * Calls functions registered by `minetest.registered_on_dignodes()`
2371 * `minetest.sound_play(spec, parameters)`: returns a handle
2372 * `spec` is a `SimpleSoundSpec`
2373 * `parameters` is a sound parameter table
2374 * `minetest.sound_stop(handle)`
2377 * `minetest.after(time, func, ...)`
2378 * Call the function `func` after `time` seconds, may be fractional
2379 * Optional: Variable number of arguments that are passed to `func`
2382 * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
2383 and `reconnect` == true displays a reconnect button.
2384 * `minetest.get_server_status()`: returns server status string
2387 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2388 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2389 * `minetest.ban_player(name)`: ban a player
2390 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2391 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2394 * `minetest.add_particle(particle definition)`
2395 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2396 size, collisiondetection, texture, playername)`
2398 * `minetest.add_particlespawner(particlespawner definition)`
2399 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2400 * Returns an `id`, and -1 if adding didn't succeed
2401 * `Deprecated: minetest.add_particlespawner(amount, time,
2405 minexptime, maxexptime,
2407 collisiondetection, texture, playername)`
2409 * `minetest.delete_particlespawner(id, player)``
2410 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2411 * If playername is specified, only deletes on the player's client,
2412 * otherwise on all clients
2415 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2416 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2417 * Apply the specified probability values to the specified nodes in `probability_list`.
2418 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2419 * `pos` is the 3D vector specifying the absolute coordinates of the
2420 node being modified,
2421 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2422 * If there are two or more entries with the same pos value, the
2424 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2425 * If `probability_list` equals `nil`, no probabilities are applied.
2426 * Slice probability works in the same manner, except takes a field
2427 called `ypos` instead which
2428 indicates the y position of the slice with a probability applied.
2429 * If slice probability list equals `nil`, no slice probabilities are applied.
2430 * Saves schematic in the Minetest Schematic format to filename.
2432 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2433 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2434 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2435 * If the `rotation` parameter is omitted, the schematic is not rotated.
2436 * `replacements` = `{["old_name"] = "convert_to", ...}`
2437 * `force_placement` is a boolean indicating whether nodes other than `air` and
2438 `ignore` are replaced by the schematic
2439 * Returns nil if the schematic could not be loaded.
2441 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2442 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2443 specified VoxelManip object `vmanip` instead of the whole map.
2444 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2445 containing the full area required, and true if the whole schematic was able to fit.
2446 * Returns nil if the schematic could not be loaded.
2447 * After execution, any external copies of the VoxelManip contents are invalidated.
2449 * `minetest.serialize_schematic(schematic, format, options)`
2450 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2451 * in the `format` of either "mts" or "lua".
2452 * "mts" - a string containing the binary MTS data used in the MTS file format
2453 * "lua" - a string containing Lua code representing the schematic in table format
2454 * `options` is a table containing the following optional parameters:
2455 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2456 * position comments for every X row generated in the schematic data for easier reading.
2457 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2458 * will use that number of spaces as indentation instead of a tab character.
2461 * `minetest.request_http_api()`:
2462 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2463 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2464 otherwise returns `nil`.
2465 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2467 * Only works at init time and must be called from the mod's main scope (not from a function).
2468 * Function only exists if minetest server was built with cURL support.
2469 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2471 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2472 * Performs given request asynchronously and calls callback upon completion
2473 * callback: `function(HTTPRequestResult res)`
2474 * Use this HTTP function if you are unsure, the others are for advanced use.
2475 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2476 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
2477 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2478 * Return response data for given asynchronous HTTP request
2481 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2482 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2483 * Gives a unique hash number for a node position (16+16+16=48bit)
2484 * `minetest.get_position_from_hash(hash)`: returns a position
2485 * Inverse transform of `minetest.hash_node_position`
2486 * `minetest.get_item_group(name, group)`: returns a rating
2487 * Get rating of a group of an item. (`0` means: not in group)
2488 * `minetest.get_node_group(name, group)`: returns a rating
2489 * Deprecated: An alias for the former.
2490 * `minetest.raillike_group(name)`: returns a rating
2491 * Returns rating of the connect_to_raillike group corresponding to name
2492 * If name is not yet the name of a connect_to_raillike group, a new group id
2493 * is created, with that name
2494 * `minetest.get_content_id(name)`: returns an integer
2495 * Gets the internal content ID of `name`
2496 * `minetest.get_name_from_content_id(content_id)`: returns a string
2497 * Gets the name of the content with that content ID
2498 * `minetest.parse_json(string[, nullvalue])`: returns something
2499 * Convert a string containing JSON data into the Lua equivalent
2500 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2501 * On success returns a table, a string, a number, a boolean or `nullvalue`
2502 * On failure outputs an error message and returns `nil`
2503 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2504 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2505 * Convert a Lua table into a JSON string
2506 * styled: Outputs in a human-readable format if this is set, defaults to false
2507 * Unserializable things like functions and userdata are saved as null.
2508 * **Warning**: JSON is more strict than the Lua table format.
2509 1. You can only use strings and positive integers of at least one as keys.
2510 2. You can not mix string and integer keys.
2511 This is due to the fact that JSON has two distinct array and object values.
2512 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2513 * `minetest.serialize(table)`: returns a string
2514 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2515 into string form readable by `minetest.deserialize`
2516 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2517 * `minetest.deserialize(string)`: returns a table
2518 * Convert a string returned by `minetest.deserialize` into a table
2519 * `string` is loaded in an empty sandbox environment.
2520 * Will load functions, but they cannot access the global environment.
2521 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2522 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2523 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2524 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2525 * Compress a string of data.
2526 * `method` is a string identifying the compression method to be used.
2527 * Supported compression methods:
2528 * Deflate (zlib): `"deflate"`
2529 * `...` indicates method-specific arguments. Currently defined arguments are:
2530 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2531 * `minetest.decompress(compressed_data, method, ...)`: returns data
2532 * Decompress a string of data (using ZLib).
2533 * See documentation on `minetest.compress()` for supported compression methods.
2534 * currently supported.
2535 * `...` indicates method-specific arguments. Currently, no methods use this.
2536 * `minetest.encode_base64(string)`: returns string encoded in base64
2537 * Encodes a string in base64.
2538 * `minetest.decode_base64(string)`: returns string
2539 * Decodes a string encoded in base64.
2540 * `minetest.is_protected(pos, name)`: returns boolean
2541 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2542 actions, defineable by mods, due to some mod-defined ownership-like concept.
2543 Returns false or nil, if the player is allowed to do such actions.
2544 * This function should be overridden by protection mods and should be used to
2545 check if a player can interact at a position.
2546 * This function should call the old version of itself if the position is not
2547 protected by the mod.
2550 local old_is_protected = minetest.is_protected
2551 function minetest.is_protected(pos, name)
2552 if mymod:position_protected_from(pos, name) then
2555 return old_is_protected(pos, name)
2557 * `minetest.record_protection_violation(pos, name)`
2558 * This function calls functions registered with
2559 `minetest.register_on_protection_violation`.
2560 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2561 * Attempt to predict the desired orientation of the facedir-capable node
2562 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2563 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2564 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2565 is an optional table containing extra tweaks to the placement code:
2566 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2567 orientation on the wall.
2568 * `force_wall` : if `true`, always place the node in wall orientation.
2569 * `force_ceiling`: if `true`, always place on the ceiling.
2570 * `force_floor`: if `true`, always place the node on the floor.
2571 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2572 the floor or ceiling
2573 * The first four options are mutually-exclusive; the last in the list takes
2574 precedence over the first.
2575 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2576 * calls `rotate_and_place()` with infinitestacks set according to the state of
2577 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2580 * `minetest.forceload_block(pos)`
2581 * forceloads the position `pos`.
2582 * returns `true` if area could be forceloaded
2583 * Please note that forceloaded areas are saved when the server restarts.
2585 * `minetest.forceload_free_block(pos)`
2586 * stops forceloading the position `pos`
2588 * `minetest.request_insecure_environment()`: returns an environment containing
2589 insecure functions if the calling mod has been listed as trusted in the
2590 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2591 * Only works at init time and must be called from the mod's main scope (not from a function).
2592 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2595 * `minetest.global_exists(name)`
2596 * Checks if a global variable has been set, without triggering a warning.
2599 * `minetest.env`: `EnvRef` of the server environment and world.
2600 * Any function in the minetest namespace can be called using the syntax
2601 `minetest.env:somefunction(somearguments)`
2602 instead of `minetest.somefunction(somearguments)`
2603 * Deprecated, but support is not to be dropped soon
2606 * `minetest.registered_items`
2607 * Map of registered items, indexed by name
2608 * `minetest.registered_nodes`
2609 * Map of registered node definitions, indexed by name
2610 * `minetest.registered_craftitems`
2611 * Map of registered craft item definitions, indexed by name
2612 * `minetest.registered_tools`
2613 * Map of registered tool definitions, indexed by name
2614 * `minetest.registered_entities`
2615 * Map of registered entity prototypes, indexed by name
2616 * `minetest.object_refs`
2617 * Map of object references, indexed by active object id
2618 * `minetest.luaentities`
2619 * Map of Lua entities, indexed by active object id
2620 * `minetest.registered_ores`
2621 * List of registered ore definitions.
2622 * `minetest.registered_biomes`
2623 * List of registered biome definitions.
2624 * `minetest.registered_decorations`
2625 * List of registered decoration definitions.
2631 Node metadata: reference extra data and functionality stored in a node.
2632 Can be gotten via `minetest.get_meta(pos)`.
2635 * `set_string(name, value)`
2636 * `get_string(name)`
2637 * `set_int(name, value)`
2639 * `set_float(name, value)`
2641 * `get_inventory()`: returns `InvRef`
2642 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2643 * `from_table(nil or {})`
2644 * to clear metadata, use from_table(nil)
2645 * See "Node Metadata"
2648 Node Timers: a high resolution persistent per-node timer.
2649 Can be gotten via `minetest.get_node_timer(pos)`.
2652 * `set(timeout,elapsed)`
2653 * set a timer's state
2654 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2655 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2656 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2659 * equivalent to `set(timeout,0)`
2662 * `get_timeout()`: returns current timeout in seconds
2663 * if `timeout` equals `0`, timer is inactive
2664 * `get_elapsed()`: returns current elapsed time in seconds
2665 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2666 * `is_started()`: returns boolean state of timer
2667 * returns `true` if timer is started, otherwise `false`
2670 Moving things in the game are generally these.
2672 This is basically a reference to a C++ `ServerActiveObject`
2675 * `remove()`: remove object (after returning from Lua)
2676 * Note: Doesn't work on players, use minetest.kick_player instead
2677 * `getpos()`: returns `{x=num, y=num, z=num}`
2678 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2679 * `moveto(pos, continuous=false)`: interpolated move
2680 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2681 * `puncher` = another `ObjectRef`,
2682 * `time_from_last_punch` = time since last punch action of the puncher
2683 * `direction`: can be `nil`
2684 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2685 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2686 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2687 * `get_inventory()`: returns an `InvRef`
2688 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2689 * `get_wield_index()`: returns the index of the wielded item
2690 * `get_wielded_item()`: returns an `ItemStack`
2691 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2692 * `set_armor_groups({group1=rating, group2=rating, ...})`
2693 * `get_armor_groups()`: returns a table with the armor group ratings
2694 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2695 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2696 * `set_attach(parent, bone, position, rotation)`
2698 * `position`: `{x=num, y=num, z=num}` (relative)
2699 * `rotation`: `{x=num, y=num, z=num}`
2700 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2702 * `set_bone_position(bone, position, rotation)`
2704 * `position`: `{x=num, y=num, z=num}` (relative)
2705 * `rotation`: `{x=num, y=num, z=num}`
2706 * `get_bone_position(bone)`: returns position and rotation of the bone
2707 * `set_properties(object property table)`
2708 * `get_properties()`: returns object property table
2709 * `is_player()`: returns true for players, false otherwise
2710 * `get_nametag_attributes()`
2711 * returns a table with the attributes of the nametag of an object
2713 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2716 * `set_nametag_attributes(attributes)`
2717 * sets the attributes of the nametag of an object
2721 text = "My Nametag",
2724 ##### LuaEntitySAO-only (no-op for other objects)
2725 * `setvelocity({x=num, y=num, z=num})`
2726 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2727 * `setacceleration({x=num, y=num, z=num})`
2728 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2730 * `getyaw()`: returns number in radians
2731 * `settexturemod(mod)`
2732 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2733 select_horiz_by_yawpitch=false)`
2734 * Select sprite from spritesheet with optional animation and DM-style
2735 texture selection based on yaw relative to camera
2736 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2739 ##### Player-only (no-op for other objects)
2740 * `get_player_name()`: returns `""` if is not a player
2741 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
2742 table {x, y, z} representing the player's instantaneous velocity in nodes/s
2743 * `get_look_dir()`: get camera direction as a unit vector
2744 * `get_look_vertical()`: pitch in radians
2745 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
2746 * `get_look_horizontal()`: yaw in radians
2747 * Angle is counter-clockwise from the +z direction.
2748 * `set_look_vertical(radians)`: sets look pitch
2749 * radians - Angle from looking forward, where positive is downwards.
2750 * `set_look_horizontal(radians)`: sets look yaw
2751 * radians - Angle from the +z direction, where positive is counter-clockwise.
2752 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use get_look_vertical.
2753 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
2754 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use get_look_horizontal.
2755 * Angle is counter-clockwise from the +x direction.
2756 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use set_look_vertical.
2757 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use set_look_horizontal.
2758 * `get_breath()`: returns players breath
2759 * `set_breath(value)`: sets players breath
2761 * `0`: player is drowning,
2762 * `1`-`10`: remaining number of bubbles
2763 * `11`: bubbles bar is not shown
2764 * `set_inventory_formspec(formspec)`
2765 * Redefine player's inventory form
2766 * Should usually be called in on_joinplayer
2767 * `get_inventory_formspec()`: returns a formspec string
2768 * `get_player_control()`: returns table with player pressed keys
2769 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2770 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2771 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2772 * `set_physics_override(override_table)`
2773 * `override_table` is a table with the following fields:
2774 * `speed`: multiplier to default walking speed value (default: `1`)
2775 * `jump`: multiplier to default jump value (default: `1`)
2776 * `gravity`: multiplier to default gravity value (default: `1`)
2777 * `sneak`: whether player can sneak (default: `true`)
2778 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2779 * `get_physics_override()`: returns the table given to set_physics_override
2780 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2782 * `hud_remove(id)`: remove the HUD element of the specified id
2783 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2784 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2785 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2786 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2787 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
2788 * pass a table containing a `true`/`false` value of each flag to be set or unset
2789 * if a flag equals `nil`, the flag is not modified
2790 * note that setting `minimap` modifies the client's permission to view the minimap -
2791 * the client may locally elect to not view the minimap
2792 * `hud_get_flags()`: returns a table containing status of hud flags
2793 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
2794 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2795 * `count`: number of items, must be between `1` and `23`
2796 * `hud_get_hotbar_itemcount`: returns number of visible items
2797 * `hud_set_hotbar_image(texturename)`
2798 * sets background image for hotbar
2799 * `hud_get_hotbar_image`: returns texturename
2800 * `hud_set_hotbar_selected_image(texturename)`
2801 * sets image for selected item of hotbar
2802 * `hud_get_hotbar_selected_image`: returns texturename
2803 * `hud_replace_builtin(name, hud_definition)`
2804 * replace definition of a builtin hud element
2805 * `name`: `"breath"` or `"health"`
2806 * `hud_definition`: definition to replace builtin definition
2807 * `set_sky(bgcolor, type, {texture names})`
2808 * `bgcolor`: ColorSpec, defaults to white
2810 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2811 * `"skybox"`: Uses 6 textures, `bgcolor` used
2812 * `"plain"`: Uses 0 textures, `bgcolor` used
2813 * `get_sky()`: returns bgcolor, type and a table with the textures
2814 * `override_day_night_ratio(ratio or nil)`
2815 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2816 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2817 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
2818 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
2820 set animation for player model in third person view
2822 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2823 {x=168, y=187}, -- < walk animation key frames
2824 {x=189, y=198}, -- < dig animation key frames
2825 {x=200, y=219}, -- < walk+dig animation key frames
2826 frame_speed=30): -- < animation frame speed
2827 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
2828 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2829 * in first person view
2830 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2831 * `get_eye_offset()`: returns offset_first and offset_third
2834 An `InvRef` is a reference to an inventory.
2837 * `is_empty(listname)`: return `true` if list is empty
2838 * `get_size(listname)`: get size of a list
2839 * `set_size(listname, size)`: set size of a list
2840 * returns `false` on error (e.g. invalid `listname` or `size`)
2841 * `get_width(listname)`: get width of a list
2842 * `set_width(listname, width)`: set width of list; currently used for crafting
2843 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2844 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2845 * `get_list(listname)`: return full list
2846 * `set_list(listname, list)`: set full list (size will not change)
2847 * `get_lists()`: returns list of inventory lists
2848 * `set_lists(lists)`: sets inventory lists (size will not change)
2849 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2850 * `room_for_item(listname, stack):` returns `true` if the stack of items
2851 can be fully added to the list
2852 * `contains_item(listname, stack)`: returns `true` if the stack of items
2853 can be fully taken from the list
2854 * `remove_item(listname, stack)`: take as many items as specified from the list,
2855 returns the items that were actually removed (as an `ItemStack`) -- note that
2856 any item metadata is ignored, so attempting to remove a specific unique
2857 item this way will likely remove the wrong one -- to do that use `set_stack`
2858 with an empty `ItemStack`
2859 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2860 * returns `{type="undefined"}` in case location is not known
2863 A fast access data structure to store areas, and find areas near a given position or area.
2864 Every area has a `data` string attribute to store additional information.
2865 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
2866 If you chose the parameter-less constructor, a fast implementation will be automatically
2870 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
2871 (optional) Boolean values `include_borders` and `include_data` control what's copied.
2872 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
2873 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
2875 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
2876 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
2877 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
2878 (optional) Boolean values `include_borders` and `include_data` control what's copied.
2879 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
2880 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
2881 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
2882 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
2883 or insertions are likely to fail due to conflicts.
2884 * `reserve(count)`: reserves resources for at most `count` many contained areas.
2885 Only needed for efficiency, and only some implementations profit.
2886 * `remove_area(id)`: removes the area with the given id from the store, returns success.
2887 * `set_cache_params(params)`: sets params for the included prefiltering cache.
2888 Calling invalidates the cache, so that its elements have to be newly generated.
2891 enabled = boolean, -- whether to enable, default true
2892 block_radius = number, -- the radius (in nodes) of the areas the cache generates
2893 prefiltered lists for, minimum 16, default 64
2894 limit = number, -- the cache's size, minimum 20, default 1000
2896 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
2897 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
2898 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
2899 Returns success and, optionally, an error message.
2900 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
2903 An `ItemStack` is a stack of items.
2905 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2906 an itemstring, a table or `nil`.
2909 * `is_empty()`: Returns `true` if stack is empty.
2910 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2911 * `set_name(item_name)`: Returns boolean success.
2912 Clears item on failure.
2913 * `get_count()`: Returns number of items on the stack.
2914 * `set_count(count)`
2915 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2916 * `set_wear(wear)`: Returns boolean success.
2917 Clears item on failure.
2918 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2919 * `set_metadata(metadata)`: Returns true.
2920 * `clear()`: removes all items from the stack, making it empty.
2921 * `replace(item)`: replace the contents of this stack.
2922 * `item` can also be an itemstring or table.
2923 * `to_string()`: Returns the stack in itemstring form.
2924 * `to_table()`: Returns the stack in Lua table form.
2925 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2926 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2927 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2928 * `get_definition()`: Returns the item definition table.
2929 * `get_tool_capabilities()`: Returns the digging properties of the item,
2930 or those of the hand if none are defined for this item type
2931 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
2932 * `add_item(item)`: Put some item or stack onto this stack.
2933 Returns leftover `ItemStack`.
2934 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
2936 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
2937 Returns taken `ItemStack`.
2938 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
2939 Returns taken `ItemStack`.
2942 A 16-bit pseudorandom number generator.
2943 Uses a well-known LCG algorithm introduced by K&R.
2945 It can be created via `PseudoRandom(seed)`.
2948 * `next()`: return next integer random number [`0`...`32767`]
2949 * `next(min, max)`: return next integer random number [`min`...`max`]
2950 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
2951 due to the simple implementation making bad distribution otherwise.
2954 A 32-bit pseudorandom number generator.
2955 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
2957 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
2960 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
2961 * `next(min, max)`: return next integer random number [`min`...`max`]
2962 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
2963 * This is only a rough approximation of a normal distribution with:
2964 * mean = (max - min) / 2, and
2965 * variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
2966 * Increasing num_trials improves accuracy of the approximation
2969 Interface for the operating system's crypto-secure PRNG.
2971 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
2972 be found on the system.
2975 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
2978 A perlin noise generator.
2979 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
2980 or `PerlinNoise(noiseparams)`.
2981 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2982 or `minetest.get_perlin(noiseparams)`.
2985 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
2986 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
2988 ### `PerlinNoiseMap`
2989 A fast, bulk perlin noise generator.
2991 It can be created via `PerlinNoiseMap(noiseparams, size)` or
2992 `minetest.get_perlin_map(noiseparams, size)`.
2994 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
2995 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
2998 For each of the functions with an optional `buffer` parameter: If `buffer` is not
2999 nil, this table will be used to store the result instead of creating a new table.
3003 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3004 with values starting at `pos={x=,y=}`
3005 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3006 of 3D noise with values starting at `pos={x=,y=,z=}`
3007 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3008 with values starting at `pos={x=,y=}`
3009 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3010 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3011 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3012 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3013 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3014 takes a chunk of `slice_size`.
3015 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3016 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3017 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3018 the starting position of the most recently calculated noise.
3019 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3020 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3021 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3025 #### About VoxelManip
3026 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3027 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3028 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3029 to with other methods of setting nodes. For example, nodes will not have their construction and
3030 destruction callbacks run, and no rollback information is logged.
3032 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3033 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3034 of high level node placement features, perhaps minetest.set_node() is better suited for the job.
3036 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3037 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3038 setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
3039 using both methods of map manipulation to determine which is most appropriate for your usage.
3041 #### Using VoxelManip
3042 A VoxelManip object can be created any time using either:
3043 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3045 If the optional position parameters are present for either of these routines, the specified region
3046 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3047 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3049 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3050 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3051 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3052 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3054 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3055 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3056 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3058 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3059 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3060 `VoxelManip:get_light_data()` for node light levels, and
3061 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3063 See section 'Flat array format' for more details.
3065 It is very important to understand that the tables returned by any of the above three functions
3066 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3067 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3068 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3069 otherwise explicitly stated.
3071 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3072 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3073 `VoxelManip:set_light_data()` for node light levels, and
3074 `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
3076 The parameter to each of the above three functions can use any table at all in the same flat array
3077 format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
3079 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3080 to the map by calling `VoxelManip:write_to_map()`.
3082 Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks
3083 as being modified so that connected clients are sent the updated parts of map.
3086 ##### Flat array format
3088 `Nx = p2.X - p1.X + 1`,
3089 `Ny = p2.Y - p1.Y + 1`, and
3090 `Nz = p2.Z - p1.Z + 1`.
3092 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3093 the expression `Nx * Ny * Nz`.
3095 Positions offset from p1 are present in the array with the format of:
3098 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3099 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3101 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3102 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3104 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3106 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3110 and the array index for a position p contained completely in p1..p2 is:
3112 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3114 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3115 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3116 for a single point in a flat VoxelManip array.
3119 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3120 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3121 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3122 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3123 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3124 Note that the node being queried needs to have already been been registered.
3126 The following builtin node types have their Content IDs defined as constants:
3128 core.CONTENT_UNKNOWN (ID for "unknown" nodes)
3129 core.CONTENT_AIR (ID for "air" nodes)
3130 core.CONTENT_IGNORE (ID for "ignore" nodes)
3133 ##### Mapgen VoxelManip objects
3134 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3135 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3136 but with a few differences:
3138 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3139 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3140 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3141 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3142 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3143 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3144 consistency with the current map state. For this reason, calling any of the following functions:
3145 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3146 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3147 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3148 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3149 * `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed
3150 automatically after all on_generated callbacks have been run for that generated block.
3152 ##### Other API functions operating on a VoxelManip
3153 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3154 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3155 written all buffered data back to the VoxelManip object, save for special situations where the modder
3156 desires to only have certain liquid nodes begin flowing.
3158 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3159 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3161 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3162 except instead of placing the specified schematic directly on the map at the specified position, it
3163 will place the schematic inside of the VoxelManip.
3166 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3167 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3168 `VoxelManip:get_node_at()`.
3169 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3170 filled with "ignore" nodes.
3171 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3172 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3173 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3174 object in the same callback it had been created.
3175 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3176 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3177 buffer the function can use to write map data to instead of returning a new table each call. This
3178 greatly enhances performance by avoiding unnecessary memory allocations.
3181 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3182 the region formed by `p1` and `p2`.
3183 * returns actual emerged `pmin`, actual emerged `pmax`
3184 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
3185 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3186 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3187 the `VoxelManip` at that position
3188 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3189 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3190 * returns raw node data in the form of an array of node content IDs
3191 * if the param `buffer` is present, this table will be used to store the result instead
3192 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3193 * `update_map()`: Update map after writing chunk back to map.
3194 * To be used only by `VoxelManip` objects created by the mod itself;
3195 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
3196 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3197 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3198 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3199 * (`p1`, `p2`) is the area in which lighting is set;
3200 defaults to the whole area if left out
3201 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3202 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3203 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3204 * `light = day + (night * 16)`
3205 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3207 * expects lighting data in the same format that `get_light_data()` returns
3208 * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
3209 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3210 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3211 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3212 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3214 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3215 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3216 * `update_liquids()`: Update liquid flow
3217 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3218 had been modified since the last read from map, due to a call to
3219 `minetest.set_data()` on the loaded area elsewhere
3220 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3223 A helper class for voxel areas.
3224 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3225 The coordinates are *inclusive*, like most other things in Minetest.
3228 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3229 `MinEdge` and `MaxEdge`
3230 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3231 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3232 * useful for things like `VoxelManip`, raw Schematic specifiers,
3233 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3234 * `indexp(p)`: same as above, except takes a vector
3235 * `position(i)`: returns the absolute position vector corresponding to index `i`
3236 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3237 * `containsp(p)`: same as above, except takes a vector
3238 * `containsi(i)`: same as above, except takes an index `i`
3239 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3240 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3241 * `iterp(minp, maxp)`: same as above, except takes a vector
3244 An interface to read config files in the format of `minetest.conf`.
3246 It can be created via `Settings(filename)`.
3249 * `get(key)`: returns a value
3250 * `get_bool(key)`: returns a boolean
3252 * `remove(key)`: returns a boolean (`true` for success)
3253 * `get_names()`: returns `{key1,...}`
3254 * `write()`: returns a boolean (`true` for success)
3255 * write changes to file
3256 * `to_table()`: returns `{[key1]=value1,...}`
3260 A mapgen object is a construct used in map generation. Mapgen objects can be used
3261 by an `on_generate` callback to speed up operations by avoiding unnecessary
3262 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3263 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3264 was called outside of an `on_generate()` callback, `nil` is returned.
3266 The following Mapgen objects are currently available:
3269 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3270 emerged position, in that order. All mapgens support this object.
3273 Returns an array containing the y coordinates of the ground levels of nodes in
3274 the most recently generated chunk by the current mapgen.
3277 Returns an array containing the biome IDs of nodes in the most recently
3278 generated chunk by the current mapgen.
3281 Returns an array containing the temperature values of nodes in the most
3282 recently generated chunk by the current mapgen.
3285 Returns an array containing the humidity values of nodes in the most recently
3286 generated chunk by the current mapgen.
3289 Returns a table mapping requested generation notification types to arrays of
3290 positions at which the corresponding generated structures are located at within
3291 the current chunk. To set the capture of positions of interest to be recorded
3292 on generate, use `minetest.set_gen_notify()`.
3294 Possible fields of the table returned are:
3300 * `large_cave_begin`
3304 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3305 numeric unique decoration ID.
3309 * Functions receive a "luaentity" as `self`:
3310 * It has the member `.name`, which is the registered name `("mod:thing")`
3311 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3312 * The original prototype stuff is visible directly via a metatable
3314 * `on_activate(self, staticdata)`
3315 * Called when the object is instantiated.
3316 * `on_step(self, dtime)`
3317 * Called on every server tick, after movement and collision processing.
3318 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3320 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir`
3321 * Called when somebody punches the object.
3322 * Note that you probably want to handle most punches using the
3323 automatic armor group system.
3324 * `puncher`: an `ObjectRef` (can be `nil`)
3325 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3326 * `tool_capabilities`: capability table of used tool (can be `nil`)
3327 * `dir`: unit vector of direction of punch. Always defined. Points from
3328 the puncher to the punched.
3329 * `on_rightclick(self, clicker)`
3330 * `get_staticdata(self)`
3331 * Should return a string that will be passed to `on_activate` when
3332 the object is instantiated the next time.
3337 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3338 Often these bugs appear as subtle shadows in water.
3343 axiom, --string initial tree axiom
3344 rules_a, --string rules set A
3345 rules_b, --string rules set B
3346 rules_c, --string rules set C
3347 rules_d, --string rules set D
3348 trunk, --string trunk node name
3349 leaves, --string leaves node name
3350 leaves2, --string secondary leaves node name
3351 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3352 angle, --num angle in deg
3353 iterations, --num max # of iterations, usually 2 -5
3354 random_level, --num factor to lower nr of iterations, usually 0 - 3
3355 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3356 -- 2x2 nodes or 3x3 in cross shape
3357 thin_branches, --boolean true -> use thin (1 node) branches
3358 fruit, --string fruit node name
3359 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3360 seed, --num random seed; if no seed is provided, the engine will create one
3363 ### Key for Special L-System Symbols used in Axioms
3365 * `G`: move forward one unit with the pen up
3366 * `F`: move forward one unit with the pen down drawing trunks and branches
3367 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3368 * `T`: move forward one unit with the pen down drawing trunks only
3369 * `R`: move forward one unit with the pen down placing fruit
3370 * `A`: replace with rules set A
3371 * `B`: replace with rules set B
3372 * `C`: replace with rules set C
3373 * `D`: replace with rules set D
3374 * `a`: replace with rules set A, chance 90%
3375 * `b`: replace with rules set B, chance 80%
3376 * `c`: replace with rules set C, chance 70%
3377 * `d`: replace with rules set D, chance 60%
3378 * `+`: yaw the turtle right by `angle` parameter
3379 * `-`: yaw the turtle left by `angle` parameter
3380 * `&`: pitch the turtle down by `angle` parameter
3381 * `^`: pitch the turtle up by `angle` parameter
3382 * `/`: roll the turtle to the right by `angle` parameter
3383 * `*`: roll the turtle to the left by `angle` parameter
3384 * `[`: save in stack current state info
3385 * `]`: recover from stack state info
3388 Spawn a small apple tree:
3390 pos = {x=230,y=20,z=4}
3393 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3394 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3395 trunk="default:tree",
3396 leaves="default:leaves",
3400 trunk_type="single",
3403 fruit="default:apple"
3405 minetest.spawn_tree(pos,apple_tree)
3410 ### Object Properties
3415 collide_with_objects = true, -- collide with other objects if physical=true
3417 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
3418 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
3419 visual_size = {x=1, y=1},
3421 textures = {}, -- number of required textures depends on visual
3422 colors = {}, -- number of required colors depends on visual
3423 spritediv = {x=1, y=1},
3424 initial_sprite_basepos = {x=0, y=0},
3426 makes_footstep_sound = false,
3427 automatic_rotate = false,
3429 automatic_face_movement_dir = 0.0,
3430 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3431 automatic_face_movement_max_rotation_per_sec = -1,
3432 -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
3433 backface_culling = true, -- false to disable backface_culling for model
3434 nametag = "", -- by default empty, for players their name is shown if empty
3435 nametag_color = <color>, -- sets color of nametag as ColorSpec
3436 infotext = "", -- by default empty, text to be shown when pointed at object
3439 ### Entity definition (`register_entity`)
3442 -- Deprecated: Everything in object properties is read directly from here
3444 initial_properties = --[[<initial object properties>]],
3446 on_activate = function(self, staticdata, dtime_s),
3447 on_step = function(self, dtime),
3448 on_punch = function(self, hitter),
3449 on_rightclick = function(self, clicker),
3450 get_staticdata = function(self),
3451 -- ^ Called sometimes; the string returned is passed to on_activate when
3452 -- the entity is re-activated from static state
3454 -- Also you can define arbitrary member variables here
3455 myvariable = whatever,
3458 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3461 label = "Lava cooling",
3462 -- ^ Descriptive label for profiling purposes (optional).
3463 -- Definitions with identical labels will be listed as one.
3464 -- In the following two fields, also group:groupname will work.
3465 nodenames = {"default:lava_source"},
3466 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3467 ^ If left out or empty, any neighbor will do ]]
3468 interval = 1.0, -- Operation interval in seconds
3469 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3470 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3471 ^ The chance value is temporarily reduced when returning to
3472 an area to simulate time lost by the area being unattended.
3473 ^ Note chance value can often be reduced to 1 ]]
3474 action = func(pos, node, active_object_count, active_object_count_wider),
3477 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3480 label = "Upgrade legacy doors",
3481 -- ^ Descriptive label for profiling purposes (optional).
3482 -- Definitions with identical labels will be listed as one.
3483 name = "modname:replace_legacy_door",
3484 nodenames = {"default:lava_source"},
3485 -- ^ List of node names to trigger the LBM on.
3486 -- Also non-registered nodes will work.
3487 -- Groups (as of group:groupname) will work as well.
3488 run_at_every_load = false,
3489 -- ^ Whether to run the LBM's action every time a block gets loaded,
3490 -- and not just for blocks that were saved last time before LBMs were
3491 -- introduced to the world.
3492 action = func(pos, node),
3495 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3498 description = "Steel Axe",
3499 groups = {}, -- key=name, value=rating; rating=1..3.
3500 if rating not applicable, use 1.
3501 e.g. {wool=1, fluffy=3}
3502 {soil=2, outerspace=1, crumbly=1}
3503 {bendy=2, snappy=1},
3504 {hard=1, metal=1, spikes=1}
3505 inventory_image = "default_tool_steelaxe.png",
3507 wield_scale = {x=1,y=1,z=1},
3510 liquids_pointable = false,
3511 tool_capabilities = {
3512 full_punch_interval = 1.0,
3516 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
3517 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
3519 damage_groups = {groupname=damage},
3521 node_placement_prediction = nil,
3523 ^ If nil and item is node, prediction is made automatically
3524 ^ If nil and item is not a node, no prediction is made
3525 ^ If "" and item is anything, no prediction is made
3526 ^ Otherwise should be name of node which the client immediately places
3527 on ground when the player places the item. Server will always update
3528 actual result to client in a short moment.
3531 place = --[[<SimpleSoundSpec>]],
3534 on_place = func(itemstack, placer, pointed_thing),
3536 ^ Shall place item and return the leftover itemstack
3537 ^ default: minetest.item_place ]]
3538 on_secondary_use = func(itemstack, user, pointed_thing),
3540 ^ Same as on_place but called when pointing at nothing.
3541 ^ pointed_thing : always { type = "nothing" }
3543 on_drop = func(itemstack, dropper, pos),
3545 ^ Shall drop item and return the leftover itemstack
3546 ^ default: minetest.item_drop ]]
3547 on_use = func(itemstack, user, pointed_thing),
3550 ^ Function must return either nil if no item shall be removed from
3551 inventory, or an itemstack to replace the original itemstack.
3552 e.g. itemstack:take_item(); return itemstack
3553 ^ Otherwise, the function is free to do what it wants.
3554 ^ The default functions handle regular use cases.
3556 after_use = func(itemstack, user, node, digparams),
3559 ^ If defined, should return an itemstack and will be called instead of
3560 wearing out the tool. If returns nil, does nothing.
3561 If after_use doesn't exist, it is the same as:
3562 function(itemstack, user, node, digparams)
3563 itemstack:add_wear(digparams.wear)
3571 * `{name="image.png", animation={Tile Animation definition}}`
3572 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3573 tileable_horizontal=bool}`
3574 * backface culling enabled by default for most nodes
3575 * tileable flags are info for shaders, how they should treat texture
3576 when displacement mapping is used
3577 Directions are from the point of view of the tile texture,
3578 not the node it's on
3579 * deprecated, yet still supported field names:
3582 ### Tile animation definition
3583 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
3585 ### Node definition (`register_node`)
3588 -- <all fields allowed in item definitions>,
3590 drawtype = "normal", -- See "Node drawtypes"
3591 visual_scale = 1.0, --[[
3592 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
3593 ^ For plantlike, the image will start at the bottom of the node; for the
3594 ^ other drawtypes, the image will be centered on the node.
3595 ^ Note that positioning for "torchlike" may still change. ]]
3596 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3597 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3598 ^ List can be shortened to needed length ]]
3599 special_tiles = {tile definition 1, Tile definition 2}, --[[
3600 ^ Special textures of node; used rarely (old field name: special_materials)
3601 ^ List can be shortened to needed length ]]
3603 use_texture_alpha = false, -- Use texture's alpha channel
3604 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3605 paramtype = "none", -- See "Nodes" --[[
3606 ^ paramtype = "light" allows light to propagate from or through the node with light value
3607 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3608 paramtype2 = "none", -- See "Nodes"
3609 place_param2 = nil, -- Force value for param2 when player places node
3610 is_ground_content = true, -- If false, the cave generator will not carve through this
3611 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3612 walkable = true, -- If true, objects collide with node
3613 pointable = true, -- If true, can be pointed at
3614 diggable = true, -- If false, can never be dug
3615 climbable = false, -- If true, can be climbed on (ladder)
3616 buildable_to = false, -- If true, placed nodes can replace this node
3617 floodable = false, -- If true, liquids flow into and replace this node
3618 liquidtype = "none", -- "none"/"source"/"flowing"
3619 liquid_alternative_flowing = "", -- Flowing version of source liquid
3620 liquid_alternative_source = "", -- Source version of flowing liquid
3621 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3622 liquid_renewable = true, --[[
3623 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
3625 ^ Block contains level in param2. Value is default level, used for snow.
3626 ^ Don't forget to use "leveled" type nodebox. ]]
3627 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3628 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3629 light_source = 0, -- Amount of light emitted by node
3630 damage_per_second = 0, -- If player is inside node, this damage is caused
3631 node_box = {type="regular"}, -- See "Node boxes"
3632 connects_to = nodenames, --[[
3633 * Used for nodebox nodes with the type == "connected"
3634 * Specifies to what neighboring nodes connections will be drawn
3635 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
3636 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
3637 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
3639 selection_box = {type="regular"}, -- See "Node boxes" --[[
3640 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3641 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3642 legacy_wallmounted = false, -- Support maps made in and before January 2012
3644 footstep = <SimpleSoundSpec>,
3645 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3646 dug = <SimpleSoundSpec>,
3647 place = <SimpleSoundSpec>,
3648 place_failed = <SimpleSoundSpec>,
3650 drop = "", -- Name of dropped node when dug. Default is the node itself.
3653 max_items = 1, -- Maximum number of items to drop.
3654 items = { -- Choose max_items randomly from this list.
3656 items = {"foo:bar", "baz:frob"}, -- Items to drop.
3657 rarity = 1, -- Probability of dropping is 1 / rarity.
3662 on_construct = func(pos), --[[
3663 ^ Node constructor; called after adding node
3664 ^ Can set up metadata and stuff like that
3665 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3667 on_destruct = func(pos), --[[
3668 ^ Node destructor; called before removing node
3669 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3671 after_destruct = func(pos, oldnode), --[[
3672 ^ Node destructor; called after removing node
3673 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3676 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3677 ^ Called after constructing node when node was placed using
3678 minetest.item_place_node / minetest.place_node
3679 ^ If return true no item is taken from itemstack
3681 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3682 ^ oldmetadata is in table format
3683 ^ Called after destructing node when node was dug using
3684 minetest.node_dig / minetest.dig_node
3686 can_dig = function(pos, [player]) --[[
3687 ^ returns true if node can be dug, or false if not
3690 on_punch = func(pos, node, puncher, pointed_thing), --[[
3691 ^ default: minetest.node_punch
3692 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3693 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3695 ^ if defined, itemstack will hold clicker's wielded item
3696 ^ Shall return the leftover itemstack
3697 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3699 on_dig = func(pos, node, digger), --[[
3700 ^ default: minetest.node_dig
3701 ^ By default: checks privileges, wears out tool and removes node ]]
3703 on_timer = function(pos,elapsed), --[[
3705 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3706 ^ elapsed is the total time passed since the timer was started
3707 ^ return true to run the timer for another cycle with the same timeout value ]]
3709 on_receive_fields = func(pos, formname, fields, sender), --[[
3710 ^ fields = {name1 = value1, name2 = value2, ...}
3711 ^ Called when an UI form (e.g. sign text input) returns data
3714 allow_metadata_inventory_move = func(pos, from_list, from_index,
3715 to_list, to_index, count, player), --[[
3716 ^ Called when a player wants to move items inside the inventory
3717 ^ Return value: number of items allowed to move ]]
3719 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3720 ^ Called when a player wants to put something into the inventory
3721 ^ Return value: number of items allowed to put
3722 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3724 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3725 ^ Called when a player wants to take something out of the inventory
3726 ^ Return value: number of items allowed to take
3727 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3729 on_metadata_inventory_move = func(pos, from_list, from_index,
3730 to_list, to_index, count, player),
3731 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3732 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3733 ^ Called after the actual action has happened, according to what was allowed.
3734 ^ No return value ]]
3736 on_blast = func(pos, intensity), --[[
3737 ^ intensity: 1.0 = mid range of regular TNT
3738 ^ If defined, called when an explosion touches the node, instead of
3739 removing the node ]]
3742 ### Recipe for `register_craft` (shaped)
3745 output = 'default:pick_stone',
3747 {'default:cobble', 'default:cobble', 'default:cobble'},
3748 {'', 'default:stick', ''},
3749 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3751 replacements = --[[<optional list of item pairs,
3752 replace one input item with another item on crafting>]]
3755 ### Recipe for `register_craft` (shapeless)
3759 output = 'mushrooms:mushroom_stew',
3762 "mushrooms:mushroom_brown",
3763 "mushrooms:mushroom_red",
3765 replacements = --[[<optional list of item pairs,
3766 replace one input item with another item on crafting>]]
3769 ### Recipe for `register_craft` (tool repair)
3772 type = "toolrepair",
3773 additional_wear = -0.02,
3776 ### Recipe for `register_craft` (cooking)
3780 output = "default:glass",
3781 recipe = "default:sand",
3785 ### Recipe for `register_craft` (furnace fuel)
3789 recipe = "default:leaves",
3793 ### Ore definition (`register_ore`)
3796 ore_type = "scatter", -- See "Ore types"
3797 ore = "default:stone_with_coal",
3798 wherein = "default:stone",
3799 -- ^ a list of nodenames is supported too
3800 clust_scarcity = 8*8*8,
3801 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3802 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3804 -- ^ Number of ores in a cluster
3806 -- ^ Size of the bounding box of the cluster
3807 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3811 -- ^ Attributes for this ore generation
3812 noise_threshold = 0.5,
3813 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3814 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3815 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3816 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3817 random_factor = 1.0,
3818 -- ^ Multiplier of the randomness contribution to the noise value at any
3819 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3820 -- ^ This parameter is only valid for ore_type == "vein".
3821 biomes = {"desert", "rainforest"}
3822 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3823 -- ^ and ignored if the Mapgen being used does not support biomes.
3824 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3827 ### Biome definition (`register_biome`)
3830 The Biome API is still in an experimental phase and subject to change.
3834 node_dust = "default:snow",
3835 -- ^ Node dropped onto upper surface after all else is generated.
3836 node_top = "default:dirt_with_snow",
3838 -- ^ Node forming surface layer of biome and thickness of this layer.
3839 node_filler = "default:permafrost",
3841 -- ^ Node forming lower layer of biome and thickness of this layer.
3842 node_stone = "default:bluestone",
3843 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
3844 node_water_top = "default:ice",
3845 depth_water_top = 10,
3846 -- ^ Node forming a surface layer in seawater with the defined thickness.
3848 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
3849 node_river_water = "default:ice",
3850 -- ^ Node that replaces river water in mapgens that use default:river_water.
3851 node_riverbed = "default:gravel",
3853 -- ^ Node placed under river water and thickness of this layer.
3856 -- ^ Lower and upper limits for biome.
3857 -- ^ Because biome is not recalculated for every node in a node column
3858 -- ^ some biome materials can exceed their limits, especially stone.
3859 -- ^ For each node column in a mapchunk, biome is only recalculated at column
3860 -- ^ top and at each of these surfaces:
3861 -- ^ Ground below air, water below air, ground below water.
3862 -- ^ The selected biome then stays in effect for all nodes below until
3863 -- ^ column base or the next biome recalculation.
3865 humidity_point = 50,
3866 -- ^ Characteristic average temperature and humidity for the biome.
3867 -- ^ These values create 'biome points' on a voronoi diagram that has heat
3868 -- ^ and humidity as axes. The resulting voronoi cells determine which
3869 -- ^ heat/humidity points belong to which biome, and therefore determine
3870 -- ^ the area and location of each biome in the world.
3871 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
3872 -- ^ diagram to result in roughly equal size biomes.
3873 -- ^ Heat and humidity have average values of 50, vary mostly between
3874 -- ^ 0 and 100 but also often exceed these values.
3875 -- ^ Heat is not in degrees celcius, both values are abstract.
3878 ### Decoration definition (`register_decoration`)
3881 deco_type = "simple", -- See "Decoration types"
3882 place_on = "default:dirt_with_grass",
3883 -- ^ Node that decoration can be placed on
3885 -- ^ Size of divisions made in the chunk being generated.
3886 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3888 -- ^ Ratio of the area to be uniformly filled by the decoration.
3889 -- ^ Used only if noise_params is not specified.
3890 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3891 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3892 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3893 biomes = {"Oceanside", "Hills", "Plains"},
3894 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3895 -- ^ and ignored if the Mapgen being used does not support biomes.
3896 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3899 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3900 -- ^ This parameter refers to the `y` position of the decoration base, so
3901 -- the actual maximum height would be `height_max + size.Y`.
3902 flags = "liquid_surface, force_placement",
3903 -- ^ Flags for all decoration types.
3904 -- ^ "liquid_surface": Instead of placement on the highest solid surface
3905 -- ^ in a mapchunk column, placement is on the highest liquid surface.
3906 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
3907 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
3909 ----- Simple-type parameters
3910 decoration = "default:grass",
3911 -- ^ The node name used as the decoration.
3912 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
3914 -- ^ Number of nodes high the decoration is made.
3915 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
3917 -- ^ Number of nodes the decoration can be at maximum.
3918 -- ^ If absent, the parameter 'height' is used as a constant.
3919 spawn_by = "default:water",
3920 -- ^ Node that the decoration only spawns next to.
3921 -- ^ The neighbours checked are the 8 nodes horizontally surrounding the lowest node of the
3922 -- ^ decoration, and the 8 nodes horizontally surrounding the ground node below the decoration.
3924 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3925 -- ^ If absent or -1, decorations occur next to any nodes.
3927 ----- Schematic-type parameters
3928 schematic = "foobar.mts",
3929 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
3930 -- ^ specified Minetest schematic file.
3931 -- ^ - OR -, could be the ID of a previously registered schematic
3932 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
3933 -- ^ and an optional table yslice_prob:
3935 size = {x=4, y=6, z=4},
3937 {name="default:cobble", param1=255, param2=0},
3938 {name="default:dirt_with_grass", param1=255, param2=0},
3939 {name="ignore", param1=255, param2=0},
3940 {name="air", param1=255, param2=0},
3949 -- ^ See 'Schematic specifier' for details.
3950 replacements = {["oldname"] = "convert_to", ...},
3951 flags = "place_center_x, place_center_y, place_center_z",
3952 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
3953 rotation = "90" -- rotate schematic 90 degrees on placement
3954 -- ^ Rotation can be "0", "90", "180", "270", or "random".
3957 ### Chat command definition (`register_chatcommand`)
3960 params = "<name> <privilege>", -- Short parameter description
3961 description = "Remove privilege from player", -- Full description
3962 privs = {privs=true}, -- Require the "privs" privilege to run
3963 func = function(name, param), -- Called when command is run.
3964 -- Returns boolean success and text output.
3967 ### Detached inventory callbacks
3970 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3971 -- ^ Called when a player wants to move items inside the inventory
3972 -- ^ Return value: number of items allowed to move
3974 allow_put = func(inv, listname, index, stack, player),
3975 -- ^ Called when a player wants to put something into the inventory
3976 -- ^ Return value: number of items allowed to put
3977 -- ^ Return value: -1: Allow and don't modify item count in inventory
3979 allow_take = func(inv, listname, index, stack, player),
3980 -- ^ Called when a player wants to take something out of the inventory
3981 -- ^ Return value: number of items allowed to take
3982 -- ^ Return value: -1: Allow and don't modify item count in inventory
3984 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3985 on_put = func(inv, listname, index, stack, player),
3986 on_take = func(inv, listname, index, stack, player),
3987 -- ^ Called after the actual action has happened, according to what was allowed.
3988 -- ^ No return value
3991 ### HUD Definition (`hud_add`, `hud_get`)
3994 hud_elem_type = "image", -- see HUD element types
3995 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
3996 position = {x=0.5, y=0.5},
3997 -- ^ Left corner position of element
4003 -- ^ Selected item in inventory. 0 for no item selected.
4005 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4006 alignment = {x=0, y=0},
4007 -- ^ See "HUD Element Types"
4008 offset = {x=0, y=0},
4009 -- ^ See "HUD Element Types"
4010 size = { x=100, y=100 },
4011 -- ^ Size of element in pixels
4014 ### Particle definition (`add_particle`)
4017 pos = {x=0, y=0, z=0},
4018 velocity = {x=0, y=0, z=0},
4019 acceleration = {x=0, y=0, z=0},
4020 -- ^ Spawn particle at pos with velocity and acceleration
4022 -- ^ Disappears after expirationtime seconds
4024 collisiondetection = false,
4025 -- ^ collisiondetection: if true collides with physical objects
4026 collision_removal = false,
4027 -- ^ collision_removal: if true then particle is removed when it collides,
4028 -- ^ requires collisiondetection = true to have any effect
4030 -- ^ vertical: if true faces player using y axis only
4031 texture = "image.png",
4032 -- ^ Uses texture (string)
4033 playername = "singleplayer"
4034 -- ^ optional, if specified spawns particle only on the player's client
4037 ### `ParticleSpawner` definition (`add_particlespawner`)
4042 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4043 minpos = {x=0, y=0, z=0},
4044 maxpos = {x=0, y=0, z=0},
4045 minvel = {x=0, y=0, z=0},
4046 maxvel = {x=0, y=0, z=0},
4047 minacc = {x=0, y=0, z=0},
4048 maxacc = {x=0, y=0, z=0},
4053 -- ^ The particle's properties are random values in between the bounds:
4054 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4055 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4056 collisiondetection = false,
4057 -- ^ collisiondetection: if true uses collision detection
4058 collision_removal = false,
4059 -- ^ collision_removal: if true then particle is removed when it collides,
4060 -- ^ requires collisiondetection = true to have any effect
4062 -- ^ vertical: if true faces player using y axis only
4063 texture = "image.png",
4064 -- ^ Uses texture (string)
4065 playername = "singleplayer"
4066 -- ^ Playername is optional, if specified spawns particle only on the player's client
4069 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4072 url = "http://example.org",
4074 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4075 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4076 -- ^ Optional, if specified a POST request with post_data is performed.
4077 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4078 -- ^ as x-www-form-urlencoded key-value pairs.
4079 -- ^ If post_data ist not specified, a GET request is performed instead.
4080 user_agent = "ExampleUserAgent",
4081 -- ^ Optional, if specified replaces the default minetest user agent with given string
4082 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4083 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4084 -- ^ that the header strings follow HTTP specification ("Key: Value").
4086 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4089 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4093 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4095 -- ^ If true, the request was succesful
4097 -- ^ If true, the request timed out
4099 -- ^ HTTP status code